Author Topic: The gumbo of stutters, pauses, freeze and other ingredients  (Read 34047 times)

Offline SKOzone

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #60 on: November 11, 2016, 11:25:40 PM »
When I experience a freeze, I quickly check Net Status and I always see an accompanying "
Variance Delay" spike. Does anyone know what this means, or what it indicates?

SKOzone
 

Offline Drano

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #61 on: November 12, 2016, 08:51:32 AM »
When I experience a freeze, I quickly check Net Status and I always see an accompanying "
Variance Delay" spike. Does anyone know what this means, or what it indicates?

SKOzone
FYI I've noticed this too. I can see how these freezes are driving HTC nuts. Seems on my end anyway that there's really no rhyme or reason to them. I'll get them in a fight or flying straight and level. Up high, down low. A bunch almost right in a row and none for a while. Some are the half second variety, some are a hard video freeze that only the 3 finger salute cures. But the one thing in common is they only seem to be happening to me when I'm online. Offline I don't recall it happening.

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Offline Pudgie

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #62 on: November 12, 2016, 09:05:12 AM »
When I experience a freeze, I quickly check Net Status and I always see an accompanying "
Variance Delay" spike. Does anyone know what this means, or what it indicates?

SKOzone
 

Hi SKOzone,

The "Variance Delay" is a means of AH III software measuring the Internet packet sequence streaming in milliseconds from the moment the packets arrive to the NIC (network interface card) until they reach the game to be processed. The bottom of the line is usually representing the fastest the packets are traveling to the game and is considered to be the "baseline" measurement, so any spike up from this line is representing a slowdown (or variance delay) of the packet sequence streaming from the NIC to the game. AH III uses this data to make the adjustments that it makes to maintain a smooth game function as HTC knows that this packet sequencing stream will not stay constant.

When you see a very large spike this is indicating that the packet sequencing stream has slowed down considerably or even actually stopped for the amount of time shown before the packet sequencing stream returned back to a more normal pace. The higher the spike, the longer the amount of time has elasped between the last packet received to the next packet in sequence to be received.

Hope this helps you out w\ that.

There are several things that can cause this spike to occur but you're seeing it in conjunction w\ the screen freeze\pause. At the same time your vid card's GPU has also stopped rendering\flipping graphics frames to display (I have graphed this happening as well as the variance delay spike happening within the same\nearly the same instance of time) then either it will resume operation on it's own or the screen will remain froze (GPU has clocked down to 0 and is non-responsive) so the game has to be shut down to clear the faults then restarted to recover.

This is occurring w\ both Dx versions but the vast majority of these are occurring w\ the AH III Dx11 version of the game.

The 1 thing I haven't heard to date is if the VR users who are using the Dx11 version are having\seeing these same issues occurring w\ their headsets.

 :salute
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Online Bizman

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #63 on: November 12, 2016, 09:40:15 AM »
IIRC it is still unclear which comes first, the spike or the freeze. Which is the cause, which is the symptom?
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Offline SKOzone

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #64 on: November 12, 2016, 11:12:34 AM »
Thank you for the excellent explanation, Pudgie. It makes me wonder, however, if it could be an issue with my router configuration. Perhaps packets are being lost or blocked.

During last night's FSO, the freezes were particularly frequent when many aircraft where in the sky with me. As I was attacking a large bomber formation, it happened a number of times, but as I zoomed away, the freezes almost ceased. Could this be due to the fact that the HTC servers didn't have to update as many aircraft positions as I streaked out of icon range?

Offline JimmyD3

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #65 on: November 12, 2016, 08:31:13 PM »
What operating system are you using?  I do not see an interactive setting.
I'm using Windows 10 64Bit.

Coogan

Actually I'm running Windows 7 Pro
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Offline Chalenge

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #66 on: November 13, 2016, 07:42:00 PM »
The petit-freeze issue has returned with NDIsles and Buzzsaw. I am hoping that when CraterMA returns that there freezes will also disappear. On Buzzsaw I am also starting to see the game minimize on me. So far the game has always returned to focus and I have been lucky not to have been at low altitude at the times that it has happened. Unless it was the latest patch that caused this, it could be something to do with these two maps.
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Offline Dobs

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #67 on: November 21, 2016, 08:32:53 AM »
How many people have been using the Fast Sync feature of their Nvidia cards who have stutters here?
I know  I have.....going to try Vsync and triple buffering and see if I get them.

Reason I ask is this:
https://forums.geforce.com/default/topic/940039/gtx-1080-fast-sync-problems/
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Offline Pudgie

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #68 on: November 21, 2016, 09:37:26 AM »
Just ran a test running AHIII offline on my box under Dx11 and got a screen freeze within 5 mins of upping to attack the token ring.
Screen locked up but game kept running....had to do the 3 finger salute to Task Manager and force the game to exit.

Captured a snippet of my MSI Afterburner graph which shows the GPU didn't clock down to 0 as it did during a prior instance when I was online, all kept running but the screen was locked. Noted typical CPU core usage pattern when running the game under Dx11 of Core1 and Core4 being mostly utilized.

 :salute

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Offline Chalenge

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #69 on: November 21, 2016, 10:01:43 AM »
How many people have been using the Fast Sync feature of their Nvidia cards who have stutters here?
I know  I have.....going to try Vsync and triple buffering and see if I get them.

Reason I ask is this:
https://forums.geforce.com/default/topic/940039/gtx-1080-fast-sync-problems/

The problem of pause-and-play/petit freeze/hesitations is very much like triple-buffering, but I don't think triple-buffering is possible in a DirectX game. There was a utility written that forces triple-buffering to work, but I have not tried that one yet. I think it is included as part of the Riva Tuner utility. It is called the Direct3D Overrider, or D3DOverrider.
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Offline Chalenge

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #70 on: November 21, 2016, 10:24:01 AM »
I have started to use the game booster application Razer Cortex which allows a user to turn off processes, services, and what have you before launching a game. It is a lot like AlacrityPC in that regard. Also, I have begun running the MSI Afterburner app to overclock the video cards. This has eliminated nearly all issues, except the pause-and-play issue. The Razer Cortex was especially handy in trimming down all the apps that share dat, update in the background, and do other things that may cause the foreground stuttering issue. Using Afterburner just helps to make sure the frame rates don't dip in the heavier wooded sections.

What I found is that you can push the overclock of the video too far, which doesn't cause an issue with the cards, but can cause things like the AH3 water to flicker even worse than the cloud shadows do. However, overclocking also eliminated the cloud flicker, or HTC adjusted something, because the flicker is gone now and the sun shining through the clouds causes a change in lighting intensity. I much prefer that.

The pause-and-play issue is causing flight to lack fun completely. Takeoffs and landings are especially prone, as are engagements. The point at which you have a firing solution will see one nearly every time. The only thing I have left to try is moving voice off to a second system, which will eliminate using in game vox and is obviously not an ideal solution.
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Offline Skuzzy

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #71 on: November 21, 2016, 02:51:49 PM »
The problem of pause-and-play/petit freeze/hesitations is very much like triple-buffering, but I don't think triple-buffering is possible in a DirectX game. There was a utility written that forces triple-buffering to work, but I have not tried that one yet. I think it is included as part of the Riva Tuner utility. It is called the Direct3D Overrider, or D3DOverrider.

Actually, the graphic engines in Aces High (2 & 3) have always done triple-buffering.  It would be a bad idea to enable it in the video card driver.
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Offline SKOzone

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #72 on: November 21, 2016, 08:40:38 PM »
I have managed to at least minimize the "mini freezes" to the level of occasional annoyances by completely uninstalling and then re-installing Aces High. That made a very noticeable difference. Then, disabling any other audio devices through Device Manager improved it further.

Disabling the other audio devices (the RealTek driver, plus two other USB audio devices) is a bit of a pain as I use them for other applications. I disable them before I go flying and then re-enable them when I am done.

For Aces High I am using an old Plantronics DSP USB headset with the Microsoft Windows driver. Maybe it is time for a new headset with a native driver. It is worth trying to see if I can eliminate the last of the freezes.

SKOzone

Offline Dobs

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #73 on: November 21, 2016, 09:23:11 PM »
So turned Vsync on (no triple buffering) and flew a few sorties...

Things that I noticed....crazy shadow flicker from clouds (not visible with Fast Vsync enabled...running on average 100+FPS in 4k), and screen stutter in turns over the water near CV with clouds present.

The latter made me turn vsync back to Fast.

Mini freezes both ways...
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Offline Chalenge

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Re: The gumbo of stutters, pauses, freeze and other ingredients
« Reply #74 on: November 22, 2016, 12:09:55 AM »
I forced triple-buffering on just to see, and while using the D3DOverrider. There was zero difference, except that the shadows under clouds was flickering again. I have moved my mixer to the recording system, so it has zero influence on my gaming system now. My mic line is still passing through a USB interface, which could be causing a problem and it is the last place I can look for an issue on this system. If turning that off doesn't fix it then I will be going, reluctantly, to DX9.
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.