DrChat / Gmod-vphysics

Replacement vphysics module for the Source engine (originally meant for Garry's Mod)
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Lagging at hell ! #51

Open Yuri6037 opened 9 years ago

Yuri6037 commented 9 years ago

I don't know how you can play GMod with this DLL because it's terribly laggy, 2~5 FPS !!!

With normal vphysics i have arround 100 FPS and with your vphysics it's unplayable (2~5 FPS).

I don't know why this is as much laggy.

Also i noticed that it's getting back to 100 FPS only on the gm_construct. But just spawn 1 AdvDupe 2 and it goes back to 2~5 FPS, and you hear a super noise in the heatset !

DrChat commented 9 years ago

Coolio! Any steps to reproduce? What map are you playing on? What dupes are you duping?

Yuri6037 commented 9 years ago

Load rp_rockford_v1b and see... Second, use SBEP (Spacebuild Enhancement Project models + the GyroPod tool), and then sit down on control chair and enjoy your 3 FPS !

DrChat commented 9 years ago

Can you narrow this down to a more specific test case? Is it the map itself causing the lag, or is the addon doing it? Can you reproduce this issue without using addons?

Yuri6037 commented 9 years ago

Without addons no, that's only happening when you have welded object together. For example weld about 200 objects together like you have on a Wiremod car, and then you can enjoy your 5 FPS (a bit more than with SBEP).

Anyway, your idea is realy good, but your physics engine is much less efficient than vphysics.dll...

I'd realy like to put it on my server to avoid stupid Crazy Physics crashs, but first mass values are completely broken, and you broke TDMCars, only the HL2 vehicles works fine... In all cases with the minimum addons mounted it's playable but a bit laggy...

So in conclusion your physics engine is globaly more laggy than valve's one and is buggy... You can't use it on any roleplay servers it breaks object's mass, and breaks TDMCars physics...

I'll make a video for you want to understand better the problem...

Yuri6037 commented 9 years ago

Are you still willing to support the project ? Because I'd like to see this DLL working much better and able to be included in servers...

DrChat commented 9 years ago

Sorry, don't think I'll have much time for this project anymore. I'm having too much fun working on Xenia, the Xbox 360 emulator, at the moment. Anyone else can pick this project up though. There's not much left to be done, actually.

GranPC commented 9 years ago

RIP gmod-vphysics. F

DrChat commented 9 years ago

:(

Yuri6037 commented 9 years ago

That was a good try, but well now it's done... I could take it however : 1- I'm bad a Bullet physics 2- I need time 3- I have exams this week.... 4- This will need me to enter back the C++ after programmed GLua for some monthes...

ILOVEPIE commented 8 years ago

I can pick this up. Will need to learn the bullet api however.

Gliby commented 8 years ago

Do it!

On Sunday, 31 January 2016, Patrick Martin notifications@github.com wrote:

I can pick this up.

— Reply to this email directly or view it on GitHub https://github.com/DrChat/Gmod-vphysics/issues/51#issuecomment-177326127 .

60percentCaffeine commented 8 years ago

I'm getting the same issue too. It seems that Bullet Physics (or just this implementation) is heavier to CPU than VPhysics, even with multithreading support. That's, actually, bad. I thought this will have better perfomance than the default one. I've also noticed one more issue: on ttt_vault, under one of the stairs, there is two big boxes. They're just going crazy. If they're don't moving, just touch them - this will activate physics simulation.

Yuri6037 commented 8 years ago

Now It's obvious that I'll no longer have any time for that. I decided to rewrite GMod from scratch, to support newer technologies (DX11 for example) using UE4. I'm able to get much better rendering, and much better performances when it comes to physics simulation.

I could even run the game under the required specs from EpicGames.

I wrote my own way to handle Lua, giving me full control on the VM (instead of using a script plugin).

I destroyed securities to prevent low level protocol modification from C without editing source code, allowing me to write my own bytes sending channels and of course writing lua files through the UDP protocol !

Spirrwell commented 7 years ago

Hey, I know you're not particularly working on this project anymore. But it does have me quite interested. I'm a programmer for the free Steam Source mod Pirates, Vikings, and Knights II.

To make the long story short, I tested this out so I could potentially deal with the typical ragdoll crashes, and the major lag dips I experienced which dropped the FPS to 10 FPS stemmed from specific ragdolls. It seems the two classes in the game that are affected by this are the Heavy Knight, and Berserker.

The FPS would dip down to 10, but after a few moments when the ragdoll "settles" I guess, the FPS returns to normal. Would you happen to know what might cause that behavior? The collision model, or something else?

I'm asking because I'm wondering if it's related to some of the typical ragdoll crashes we get when using the normal vphysics implementation.

Thanks for any information you can provide!

60percentCaffeine commented 7 years ago

@Yuri6037 can we look at your GMod rewrite somewhere?

Yuri6037 commented 7 years ago

Hello, I couldn't see this before... I did not disband the idea of a new GMod... Rewriting GMod in UE4 revealed to be MUCH more complicated than I thought first...

Someday such replacement will exist, but maybe not using UE4... Indeed, the way Unreal works is not suitable for the type of project GMod is : I need full modding support from Lua (even the renderer) on at least Windows, Linux and Mac. As you may know already UE4 does not support Linux and Mac that well...

However, the idea is not dead ; right now I'm on a new project that will in the end support better the idea of a GMod rewrite, I can't tell anything about that right now, it's really LONG. The only thing I can tell right now is that if I can finish what I began then I can recreate a better GMod but this time with even more than only one Physics Engine : the ability to switch physics engine at runtime... Sorry if that is not so clear, I'm working hard on it right now alongside IT school...

GranPC commented 7 years ago

You might want to take a look at http://www.adrianboeing.com/pal/index.html

On May 1, 2017 1:53 PM, "Yuri6037" notifications@github.com wrote:

Hello, I couldn't see this before... I did not disband the idea of a new GMod... Rewriting GMod in UE4 revealed to be MUCH more complicated than I thought first...

Someday such replacement will exist, but maybe not using UE4... Indeed, the way Unreal works is not suitable for the type of project GMod is : I need full modding support from Lua (even the renderer) on at least Windows, Linux and Mac. As you may know already UE4 does not support Linux and Mac that well...

However, the idea is not dead ; right now I'm on a new project that will in the end support better the idea of a GMod rewrite, I can't tell anything about that right now, it's really LONG. The only thing I can tell right now is that if I can finish what I began then I can recreate a better GMod but this time with even more than only one Physics Engine : the ability to switch physics engine at runtime... Sorry if that is not so clear, I'm working hard on it right now alongside IT school...

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/DrChat/Gmod-vphysics/issues/51#issuecomment-298323271, or mute the thread https://github.com/notifications/unsubscribe-auth/ABUkCDWAOCrZnMm0-4ZMFqRK_GOet9Raks5r1ce4gaJpZM4DiKpW .

Yuri6037 commented 7 years ago

Thanks but I already have my own wrapper... I just need to implement the different physics engines...