Bug 1791 - Substantially increased level loading times in 3236 linux patch
Status: RESOLVED FIXED
Alias: None
Product: Unreal Tournament 2004
Classification: Unclassified
Component: client
Version: 3236 (Second official retail patch)
Hardware: Other Linux
: P1 major
Assignee: Ryan C. Gordon
QA Contact:
URL:
Depends on:
Blocks:
 
Reported: 2004-06-16 09:44 EDT by Mark Warner
Modified: 2004-06-21 15:24:41 EDT
3 users (show)

See Also:



Description Mark Warner 2004-06-16 09:44:01 EDT
Soory for posting under unspecified version - there appears to be no 3236 
section to post this under yet... 
 
Anyway, I installed the new 3236 patch and now most maps are taking 
substantially longer to load up (at least 2 or 3 times longer to load); 
however, the worst culprit that I have seen is BR-SlaughterHouse; this used to 
take me 13 seconds to load, and now takes an incredible 157 seconds to load by 
which time the game is usually half-over. This effect seems to be more 
exaggerated in more complex/bigger maps... 
 
Something else that I noticed with the 3236 patch is after switching to 
windowed mode, and then attempting to switch back to full-screen, the screen 
goes black for something like 20-30 seconds before the graphics are visible 
again. Once more, this is a substantially longer period of time than with all 
previous versions of the game. 
 
I'm unsure if these are Linux specific, but none of my Windows using friends 
have experienced these... 
 
For now, I have been forced to roll back to 3204, which, for me is far more 
playable at the moment....
Comment 1 Xeno 2004-06-16 09:56:50 EDT
ah, this can explain a problem that occured today. we tried to play
BR-SlaughterHouse and I thought the server crashed because of the big loading
time. Well, I restarted the server and played DM :) but I never thought about
the server's map-load-time...
Comment 2 Matthew Arnold 2004-06-16 14:42:13 EDT
Yep, I've got the same problem. BR-Slaughterhouse took almost five minutes to
load on my box. There's no hard drive activity for the vast majority of this
time, but the game eats up 99% of the CPU. Thankfully, it doesn't lock anything
up. I was able to switch to a console and check "top".
Comment 3 J. Ryan Earl 2004-06-16 15:23:35 EDT
I too see much longer load times, but only on the 32-bit build.  The 64-bit
build still takes about the same amount of time.  It is worthy to note that
previously the 64-bit build was 30-40% slower at loading than the 32-bit build.
Comment 4 colinea1 2004-06-17 05:46:30 EDT
 The difference in load times is quite dramatic. I killed the process at the
first few attempts to join online . It appeared as though the 'establishing
connection' timed out had not the 'instant action' been having the same result.
Comment 5 Tobias S. 2004-06-17 06:36:51 EDT
This delay makes online playing almost impossible. It takes more than five
minutes to change a map with an patched linux server. That causes the server to
be empty for a few minutes after a mapchange.
For linux clients it seems even worse, since windows players get on about 1.5
minutes earlier (like after 6.5 instead of 8).

This delay seems to also affect the player handling. When I played online
yesterday I stopped ut2004, because it took so long to load, I restarted it and
loged in to the server again, which was faster (2 instead of 5 minutes).

But I got the default name (Player) since a relic of my previous connect was
still left on that server and blocked my name. After about two more minutes this
relic quit (that was, when I noticed it)
 
Comment 6 Rob Gutermuth 2004-06-17 22:42:15 EDT
This is may be way off base, but I found the coincidence kind of creepy, so I'll
post this anyway.  The UT2004 port of MonkeyMatrixMoves (written by MonkeyCircus
and myself) when run online UNDER V3204 (ie patch #1) creates VERY similar
symptoms server-side to this bug, ie wickedly long mapchanges where the
processor spikes to 99.9% CPU usage for minutes at a time.

This all started when we added a feature that spawned gradually fading pawn
animation frames to make a "blur" effect on all pawns...  Each of these frames
is spawned as a separate actor that gets "destroyed" upon full fade out...  We
thought that a "destroyed" actor would get garbage collected mid-game, but all
this effort during a mapchange suggests otherwise...  Perhaps so many actors are
spawned that garbage collection takes forever?  Perhaps the destroy function is
broken in some way?  Or garbage collection in general?

As I said, take this with a BIG grain of salt here, as this is quite possibly
just coincidence...  My symptoms occurred with an invasive mutator on a v3204,
NOT V3236, linux server.  But just in case I hope this helps you, Ryan...  
Comment 7 Thomas Stein 2004-06-18 03:12:36 EDT
Hello

Just wanna confirm. No problem here with gentoo 64bit on amd64.
BR-Slaughterhouse loading time around 12 seconds.

regards
Thomas
Comment 8 Bob Levonius 2004-06-18 15:12:32 EDT
Slackware 9.0, 2.4.26 kernel, 1Gb RAM, 2.4Ghz AMD XP CPU. 
 
Yes. Affecting me too. I've gone back to the 3204 version also as 3236 is 
basically unusable both online and off. 
 
My experience is "disk activity, long pause, disk activity". 
 
 
Comment 9 Ryan C. Gordon 2004-06-20 11:36:58 EDT
Try this new build:

  http://0day.icculus.org/ut2004/ut2004-lnxpatch3236-1.tar.bz2

--ryan.

Comment 10 Mark Warner 2004-06-21 04:03:32 EDT
This new build appears to have resolved all these issues for me; tested it out 
for several hours online yesterday and no problems to report so far. Thanks 
icculus! 
Comment 11 Aaron Gyes 2004-06-21 15:24:41 EDT
Yay. This build also fixed the lack of lit-up lights on vehicles for me.