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Constant 'stuttering' within game.

Constant 'stuttering' within game.

I have no problems connecting to games, however when I play Demigod online, I get constant small lag spikes. Every few seconds, the game stutters. It is incredibly annoying, and makes the game unplayable.

If I look at the score screen in game, everyones Sim Speed and Ping can be OK, however I still receive these 'stutters'. It doesn't just affect me, it affects everyone in the game. Also, if I leave the game, the problem goes away (for those left in the game). I have had a friend confirm this.

There is also no increase in my ping when the 'stutters' occur.

I receive the same problem while playing on Gameranger, so it must be something on my end.

I have ports 6073, 6100-6200 open on my WGR614v9 router and I have confirmed they are open with PFPortforward.

The latest firmware is installed.

I have tried turning on or off the "Disable SPI Firewall","Respond to ping on internet port", and "Disable SIP ALG" options in my router's WAN setup page. No improvement.

I have NAT filtering set to 'open'.

I have run the ImpulseReactorOptions.exe and changed the ports, no improvement.

I have tried turning off Windows Firewall, and NOD32 (my antivirus), no improvement.

I'm running out of ideas :(

Can anyone help me?

Thanks in advance.

7,580 views 39 replies
Reply #26 Top

I ran PingPlotter to 84.110.56.79 instead of Google this time. I played a 3v3 on Cataract. Everyone's ping and simspeed were fine. Here are the results:

http://img6.imageshack.us/img6/4127/bzq841105679redbezeqint.png

Still experiencing the usual stuttering throughout the whole game. Loads of packet loss when playing.

Reply #27 Top

Just wanted to add my 2 cents I have nearly the same setup as the OP just I have a Geforce 8800 GTS 640 mb or something like that and a core 2 duo e6700. And I have the same problem the game runs fine in single player no matter how many bots or which map but in mp. The game perfomance goes down to like 30-40%.

I know that the hardware has to work different because of the network components but it shouldn't weight this heavy on the system.

Reply #28 Top

I am wondering, if it is something to do with the CPU. I am not sure, and am only wondering... but eventhough NIC cards offload network/data/etc layer protocals off of the CPU, maybe there is something wrong on Demigods end that lets these packets keep getting sent and lost that is draining the NICs offloading capability, causing the CPU to have to kick in dealing with the extra workload?

Only reason I brought this up is because some people are wondering why their PERFORMANCE is going down and isn't just a case of lag. I know in my case however, it has to be lag through and through.

Don't flame me :P... I'm just brainstorming.

Reply #30 Top

If any of you haven't already, try the router settings Brad advised in his journal from last night.

Reply #31 Top

Quoting kryo, reply 5
If any of you haven't already, try the router settings Brad advised in his journal from last night.
End of kryo's quote

Buy me a router and i will. *ducks*

As i showed in my post, whenever these spikes occur the game is attempting to transfer Application data to Stardock (why is the game sending anything to Stardock in the first place?).

Ur cloggin mah tubes!

Reply #32 Top

Quoting kryo, reply 5
If any of you haven't already, try the router settings Brad advised in his journal from last night.
End of kryo's quote

Done long ago.

During testing, I found this problem still exists for me with a direct connection from my modem to my PC, with absolutely no router or firewall or anything in the middle, nothing running in the background, just the simplest connection possible. In fact, my router/firewall settings seem to have nothing to do with game performance, as I actually tabbed out in the middle of a game and tested different things, such as going into a DMZ, disabling/enabling different rules, etc., and nothing affected the game at all, for better or worse.

That basically leaves my ISP (Comcast) at fault, or some obscure networking problem I can't even fathom.

Reply #33 Top

Quoting kryo, reply 5
If any of you haven't already, try the router settings Brad advised in his journal from last night.
End of kryo's quote

Yeah I've tried that, made no difference :/

Reply #34 Top

I'm also having this problem.

Tracing route to bzq-84-110-56-79.red.bezeqint.net [84.110.56.79]

over a maximum of 30 hops:



  1    <1 ms    <1 ms    <1 ms  192.168.2.1

  2     *        *        *     Request timed out.

  3    10 ms    11 ms    24 ms  202.128.2.25

  4     8 ms     9 ms     9 ms  gw5-sw2.guam.net [202.128.2.9]

  5    21 ms     9 ms     9 ms  gw6-gw5.guam.net [202.128.2.2]

  6   148 ms   149 ms   150 ms  198.81.233.230.guam.net [198.81.233.230]

  7   150 ms   150 ms   153 ms  equinix-lax.he.net [206.223.123.37]

  8   183 ms   182 ms   182 ms  10gigabitethernet1-2.core1.dal1.he.net [72.52.92.58]

  9   302 ms   443 ms   588 ms  10gigabitethernet5-2.core1.ash1.he.net [72.52.92.62]

 10   935 ms   971 ms   929 ms  10gigabitethernet2-1.core1.lon1.he.net [72.52.92.138]

 11   312 ms   312 ms   310 ms  10gigabitethernet1-1.core1.ams1.he.net [72.52.92.82]

 12   316 ms   317 ms   319 ms  10gigabitethernet1-1.core1.fra1.he.net [72.52.92.93]

 13   314 ms   312 ms   313 ms  decix3.bezeqint.net [80.81.192.191]

 14   373 ms   373 ms   370 ms  bzq-179-124-17.static.bezeqint.net [212.179.124.17]

 15   371 ms   370 ms   371 ms  bzq-179-124-149.static.bezeqint.net [212.179.124.149]

 16   373 ms   370 ms   371 ms  bzq-179-124-134.static.bezeqint.net [212.179.124.134]

 17   372 ms   371 ms   370 ms  bzq-117-236-181.static.bezeqint.net [192.117.236.181]

 18   380 ms   379 ms   384 ms  bzq-84-110-56-79.red.bezeqint.net [84.110.56.79]



Trace complete.

 

 



Pinging 84.110.56.79 with 32 bytes of data:



Reply from 84.110.56.79: bytes=32 time=380ms TTL=242

Reply from 84.110.56.79: bytes=32 time=379ms TTL=242

Reply from 84.110.56.79: bytes=32 time=381ms TTL=242

Reply from 84.110.56.79: bytes=32 time=381ms TTL=242

Reply from 84.110.56.79: bytes=32 time=382ms TTL=242

Reply from 84.110.56.79: bytes=32 time=383ms TTL=242

Reply from 84.110.56.79: bytes=32 time=379ms TTL=242

Reply from 84.110.56.79: bytes=32 time=381ms TTL=242

Reply from 84.110.56.79: bytes=32 time=381ms TTL=242

Reply from 84.110.56.79: bytes=32 time=380ms TTL=242



Ping statistics for 84.110.56.79:

    Packets: Sent = 10, Received = 10, Lost = 0 (0% loss),

Approximate round trip times in milli-seconds:

    Minimum = 379ms, Maximum = 383ms, Average = 380ms

Reply #35 Top

I don't know if my issue is the same as yours. Basically what happens to me (in single player as I haven't been able to connect to MP) I get small fps hitches where it feels like the graphics just stop for under a second. It doesn't make the game unplayable for me as only the graphics do it. So if I am playing the cursur doesn't jump when the fps stops etc. You can see it on the fraps graph, fps will be locked to 60 and then you see a dip at 55 for less than a second and its back to 60 again. Strange but I don't mind it as it doesn't affect my gameplay at all, just looks a bit off.

Reply #36 Top

I have also experienced the stuttering issue in 3v3 or larger games.

 

All my ports are forwarded according to the guides, and my system is a c2d e6400, 4gb ram, and geforce 8800gts 640mb running win xp.

 

My ISP (a Bell Canada reseller) does throttle p2p traffic, so I wonder if that is part of the issue :/

Reply #37 Top

I would just like to add that Supreme Commander seemed to have the same problem. Especially on larger maps and/or more players involved. Large games (large map, large # of people, large quantity of units in play) would begin to stutter. I'm a bit surprised to see this happening. I'd always thought it was related to simulation speed and weaker machines bogging down from the growing complexity of the late game. In Supcom the unit count grew and grew over time and it had to calculate collision, pathfinding, targeting, etc for every unit - so it made sense that the game could bog down in this manner. in DG however the game's complexity doesn't really grow as much (one would think) as only a few new units are added, relatively.

Reply #38 Top

Quoting Somazx, reply 12
I would just like to add that Supreme Commander seemed to have the same problem. Especially on larger maps and/or more players involved. Large games (large map, large # of people, large quantity of units in play) would begin to stutter. I'm a bit surprised to see this happening. I'd always thought it was related to simulation speed and weaker machines bogging down from the growing complexity of the late game. In Supcom the unit count grew and grew over time and it had to calculate collision, pathfinding, targeting, etc for every unit - so it made sense that the game could bog down in this manner. in DG however the game's complexity doesn't really grow as much (one would think) as only a few new units are added, relatively.
End of Somazx's quote

 

I don't think Supreme Commander had the same issue.  Mine doesn't stutter while framerates remain high.  With more people or more units, it'd just plain bog down the PC.  For me, at least, Demigod stutters from the beginning until the end singleplayer or multiplayer.  /nosound doesn't do anything (minus the absence of sound). e8400 @ 3.82Ghz, 4GBs ram, Gtx 285, dedicated sound card...Demigod really shouldn't stutter.

 

I'd like to say I have the same problem as Autopsy, but I don't even SEE my framerate dip unless it's quicker than the eye.  I'll have to log framerates.

Reply #39 Top

Since the recent patch, I haven't been able to play a single game. Due to the lag spikes I keep getting, my disconnect timer just goes up and up over the game and I eventually get kicked. This has happened four times in a row now.

I don't know what to do anymore, does anyone have any suggestions? I've run out of ideas.