Closed SaphyreLemon closed 5 months ago
partial duplicate of https://github.com/ppy/osu/issues/26195
Sounds like slider framebuffers getting redrawn due to scale.
The lag starts to appear after a few plays. The same map (especially on the sliders) runs smoothly if it's during the first few games (~10 minutes), but sliders tends to be unplayable, requiring us to reopen the game to be able to recover the original framerate.
1st play | 8th play | |
---|---|---|
Print (gameplay) | ||
Print (FPS) | ||
Video | https://github.com/ppy/osu/assets/42657376/a8080c11-9496-4164-b51a-76cbb5ce441d | https://github.com/ppy/osu/assets/42657376/2337adc3-e57a-4f74-832b-2c753db0b054 |
Apparently, there is some cache that worsens performance, which starts to impact even in moments when there are short sliders.
*This issue affects the framerate of any map (clearly visible in slider parts), just using the same for FPS comparison.
@Bryceed to confirm, you're saying that things get worse the more times you retry a beatmap with this mod applied?
After you get things into a bad state, can you capture a video with ctrl+f2 and ctrl+f3 views visible? please scroll through the available information so we can view it.
@Bryceed to confirm, you're saying that things get worse the more times you retry a beatmap with this mod applied?
Sorry, I edited the comment in this middle time to say about it. This issue not affets the framerate of the game in general, but any map keeps the lag (clearly visible in slider parts), just used the same for FPS comparison.
P.S.: I've closed the game, so I forced to play 2B map (Mayday) and double time to "cache" it quickly in order to reply here.
https://github.com/ppy/osu/assets/42657376/43aa84b8-ee24-421e-930c-a3e3c0ee9b45
Watching in 60 FPS and without the Approach Different mod isn't visible the lag, but FPS counter registered the average of 50 FPS in a setup that normally gets 200+ FPS easily (as evidenced in video from the previous comment).
It seems the maps aren't having it's storyboard textures deleted from the memory even when the gameplay is completely finished, so Mayday sprites in F3 panel appears repeated.
Idk if it is the cause of the issue, since "Club Can't Handle Me" and others maps don't have storyboard (and I remember to play this mod with video/storyboard off with same issue), but... that's a point to consider.
Log files: compressed-logs.zip
Nothing looks too odd, so not sure.
I've tested to confirm, using the clean cache option in settings, and definitely this isn't the cause
SB off + cache | SB off + clean cache | 1st play + SB off |
---|---|---|
~45fps | ~48fps | ~220fps |
I still feel like I'm missing something in your messages. Please answer these questions very simply.
Please also test using classic skin to see if anything changes.
Alright.
Does it get worse each time you play on a specific beatmap? Not exacly a specific beatmap. It's an "accumulated lag" that affects others maps, playing any map (repeated or not) will cause this after a while.
After it gets worse, does turning off the mod also run bad? No.
After it gets worse, does playing another beatmap using the mod also run bad? Yes.
Turning off the mod and returning later don't reset the lag, just closing and reopening the game.
I tested it with other skins, including the classic one, but there was no difference.
@EVAST9919 maybe you'd be interested in looking into this. I can't see anything obvious but you'll likely be able to figure something out... if you can repro.
Can't reproduce either: I've ran multiple maps with the mod for like 40 mins and fps is still the same.. @Bryceed can you check if Grow/Deflate mods have the same issue? They have sliders changing size too so worth a try.
I did the test, but isn't affected by
@EVAST9919 ~Keeping the tests, I realized that what seems to affect performance over time is the combo of Depth + Approach Different. AD is my "base kit" to play lazer on monitors with high framerate \~feels sooo smooth\~, so I didn't notice that (since it's a specific combination that causes this issue - or, at least, the cause to start it).~ (update.: I tested it more calmly (I was in the middle of working hours), and I realized that even without activating +AD at any time during the game session, the problem occurs in the same way, so disregard the comment above.)
Description | FPS Counter | |
---|---|---|
Deflate after few games | ||
I tried Depth and I notice the framerate keeps stable | ||
1st retry with AD applied |
*We know that 2B maps can have framedrops on parts that contains excessives sliders, but 35fps in a part that doesn't contain so many sliders and with this hardware setup, it's definitely an unusual problem. Even with Depth and DT, it doesn't happen.
I retested without activating +AD, as I had suspected, but since deactivating it in the middle of the session doesn't improve the +DP lag, playing only with +AD doesn't cause the FPS drop problem, just as playing an entire session without activating +AD and still having the same problem, rules out the hypothesis that it's caused by the +AD combo. The problem really was with the Depth mod.
1st play | 3th play |
---|---|
It's quite confusing to find another way to be able to replicate this issue, since it only happens playing Depth mode and @EVAST9919 couldn't reproduce the same scenario that I'm having.
If someone need a real-time test, I'm on Discord (Bryceed) and I can open a broadcast to play and do the necessary tests to help, because I don't know what else to do to help find the problem.
Trying to test others settings, I managed to solve the problem by changing the renderer from "Automatic (Direct3D 11)" to "OpenGL".
I might have some more info on this. With the Depth mod on Direct3D 11 (Experimental) there seems to be a memory leak while playing beatmaps. Small stutters happen while the game uses more and more RAM until it crashes. Quitting and loading another beatmap, with or without the mod does not free the memory. It also happens on the classic skin. I also do not get an error after quitting out of the map.
60 second time window, playing a beatmap:
Testing the grow mod, it is also affected.
There also seems to be some random-ness to it? Maybe the first time I play the map, it tends to not eat any memory, but then the second or third time, it does. Couldn't find a pattern there so just speculation.
This does not happen on regular Direct3D 11, just on Experimental. Attempting to test on Vulkan (Experimental), the screen glitches with tearing like artifacts while freezing after ~20 seconds of playing with the Depth mod. Audio indicates that the game is still responsive and navigatable.
Does this happen on the OpenGL or Direct3D11 (non experimental) renderers?
@Jatoxo Are you using an integrated GPU by chance? I believe this is https://github.com/ppy/veldrid/issues/53 which will be fixed in the next release via https://github.com/ppy/veldrid/pull/54.
Though I'm seeing VRAM usage increase specifically, iGPU would likely place this in shared (system) memory instead which is why I'm asking.
Does this happen on the OpenGL or Direct3D11 (non experimental) renderers?
It doesn't happen on the normal Direct3D11 renderer, neither on OpenGL
Though I'm seeing VRAM usage increase specifically, iGPU would likely place this in shared (system) memory instead which is why I'm asking.
That must be it, it's not an iGPU but I didn't even notice that before the system memory starts increasing it fills up the VRAM, only falling over to system memory once it's completely used up
That must be it, it's not an iGPU but I didn't even notice that before the system memory starts increasing it fills up the VRAM, only falling over to system memory once it's completely used up
Related https://github.com/ppy/osu/issues/23258#issuecomment-1560462009
Will likely be fixed in the next release by https://github.com/ppy/veldrid/pull/54
The memory leak issue has not been resolved; it still happens to me on the latest release. (2024.521.2)
But the performance has gotten a lot better.
The next next release... >_>
Whoops, I thought this was already the next release (21. May 2024) which was released today since last week was different patch (2024.412.1)
My bad
I meant that the change didn't end up making it in this release, unexpectedly, due to an error on my part.
Type
Performance
Bug description
When using the depth mod on some beatmaps, it tends to lag and stutter. I know it isn't my PC because it can play the same beatmaps without the mod and this issue doesn't happen.
It mainly happens on faster map or maps with lots of sliders from what I've seen. And it tends to give an error either after completing the beatmap or even just exiting out of it.
It's been going on since the mod came out so maybe it's just because it's new but I don't know.
Screenshots or videos
Version
2023.1229.0
Logs
compressed-logs.zip