[BUG?] Game goes 1fps when the fortress is collapsing

I noticed it basically everytime i play (both vs players and vs cpu) that when there is the animation of the fortress collapsing everything goes at 1fps.

Game is played in high quality but with AA disabled. The game, elsewhere, runs supersmooth. This issue applies only to Beta3, in Beta2 was all 100% fine.

on Vista64, Q6600, 6gb ram, 8800GT

 

log (was a 1vs2... cpu oppenents):

Code: c++
  1. info: KILL VO : [KillHero_hsedna]
  2. info: Setting audio parameter 'LEVEL' to value '19.000000'
  3. info: Initiating Hero AI plan for: \000hqueen
  4. info: Calling CVPUpdateGame. gameDataXML [len]: [5636]
  5. info: Setting audio parameter 'CITEDEL_TENSION' to value '1.000000'
  6. info: Initiating Hero AI plan for: \000hsedna
  7. info: *DEBUG: Stronghold killed
  8. info: OnVictory!
  9. info: OnVictory!
  10. debug: Loading module '\000/lua/simutils.lua\000'
  11. info: MUSIC : Activating cue [Win_Cue]
  12. info: Error from CVP. Reponse XML:
  13.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  14. info: Error from CVP. Reponse XML:
  15.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  16. info: Update game failed. No more Impulse for us.
  17. info: Setting audio parameter 'CITEDEL_TENSION' to value '0.000000'
  18. info: Error from CVP. Reponse XML:
  19.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  20. info: Error from CVP. Reponse XML:
  21.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  22. info: Minimized true
  23. info: Error from CVP. Reponse XML:
  24.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  25. info: Calling CVPUpdateGame. gameDataXML [len]: [5636]
  26. info: Error from CVP. Reponse XML:
  27.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  28. info: Error from CVP. Reponse XML:
  29.       <?xml version="1.0" encoding="utf-8"?><CVPUpdatePlayerResponse><ResponseCode>5003</ResponseCode><ResponseMessage>The token provided is invalid.</ResponseMessage></CVPUpdatePlayerResponse>
  30. info: Update game failed. No more Impulse for us.

 

3,115 views 20 replies
Reply #1 Top

same for me, the first couple of time it happened i even thought it was a crash.

Reply #2 Top

I noticed the same - the game gets reeeeealy choppy at the end-sequence with the collapsing fortress, but the game normally runs perfectly smooth.

Reply #3 Top

Confirmed from here. It lags while the fortress is collapsing and the screen starts to pan around but a few seconds later all is OK again.

Reply #4 Top

Confirmed here too. It's not a big deal since the game is over but it's still a kind of bug. :grin:

Reply #5 Top

Yeah. If you somehowmanaged to destroy the enemy base, you just want to lean back, enjoy the deservable feeling of beeing victories and watch the game at 1 fps... No wait, somethings wrong in this sentence, just what could it be?

 

Or, to put it simple:

Also confirmed

 

 

Reply #8 Top

Same problem here too. Have never happen before Beta3.

Reply #9 Top

Same issue,

nVidia 8800 GT 512 MB  182.06 drivers

AMD X2 4800+ (2.5 GHz)

4 GB RAM

Win XP SP3

Reply #10 Top

Ditto, major framerate issue with the tower collapsing.

Reply #11 Top

same from the first game i played to the last i had this problem

Reply #12 Top

Same in every game.

Reply #13 Top

Same for me with :

AMD 64*2 6400+

Nvidia 9600GT

4GB RAM

Win XP SP3

 

I think it's not a config problem but a latence bug due to calculatieng achievement and other things...

Reply #14 Top

Same here. The audio goes all choppy too - but I'm having that problem when it gets crowded during the normal game anyway.

 

AMD64 X2 5000+

Nvidia 8800 GTS

2GB RAM

WinXP SP3

Reply #15 Top

I got a nice Phenom 9850BE with an HD4870 vid card, and 8gb memory, and it lags insanely bad. So, it's now a known issue.

When it dies, why not make it more of a cutscene? Have it take a snap shot, where the game freezes, then spins? It'll look sloppier, but if it's all CG, it wouldn't look bad.

Reply #16 Top

same here and more,

since Beta3A i have a problem. when i play a demigod  i have 8-10 FPS (FRAPS) when i use the minions like the spirits from oak i have 60-70 FPS. it is ever the same.

 

my system

Intel 6320 Core 2 Duo@2400Mhz

2 GB RAM

8800GT

Vista64bit

how many ram is in use when you play demigod with 8GB?

and whats the name of the c++ debug tool?

thx

 

Reply #17 Top

Any endgame sequence seems to cause a massive performance hit, though it isn't as bad as it was before the last patch.

I do like that play continues for a few moments, since it allows for a few last-second kills and whatnot...

Reply #18 Top

Yeah it seems every time u win a game by destroying cititadel/ or slaughter demigods or other type of winning game goes to 1 fps after update it moves to 4fps,it needs to be fasteeeer

Reply #19 Top

same, and i think its been like that since I can remember. I don't think its new for beta 3. At least not for me.

Core 2 duo @2.13 Ghz, 8800 gts, 2 gb ram

Reply #20 Top

I doubt its an actuall graphical issue, Imo it seems more like the achievement system uses up ALL your cpu power trying to calculate what achievements you should gain and which not. In games where you only menage to get one achievement if any, the citadel crumble doesn't lag more then the game in general.

That was in a 0v4 game I played which was over really fast. Perhaps the devs should check if the code for assigning achievements somehow gets stuck in loops or something else that causes it to lag the game totally.