Logging Out-of-Realtime Physics Freezes [public-test]

Discussion in 'Technical & Support' started by Christopher Elliott, Mar 19, 2019.

  1. Mark Fuller

    Mark Fuller Registered

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    @4thworld I did try to find the public-test steam branch but have to confess that I have no idea how to do it. I checked the Betas and saw nothing there. Could you enlighten me and I will run some tests later today? TIA
     
  2. 4thworld

    4thworld

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    Last edited: Apr 19, 2019
  3. Bernd

    Bernd Registered

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    May i add something?
    @Mark Fuller If you are at the Beta tab, enter this 'UpERYPhIblEHorTiO' password into the field.
    After that, the 'public-test' beta appears in the dropdown.
     
  4. Mark Fuller

    Mark Fuller Registered

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    @Bernd Thanks for that. Was actually trying that, but kept getting an invalid code message. So, copied and pasted and now working :)
     
  5. Bernd

    Bernd Registered

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  6. Mark Fuller

    Mark Fuller Registered

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    @4thworld Have run this on the public-test stream as requested. Still getting the effect, but it seems to happen 'faster' i.e. over more quickly. Have attached the log file.
    https://1drv.ms/u/s!AtJBkmguK43g1gPhJQsXuZ924Rdd

    EDIT: Still getting the flashing in the pit menu, but can exit from the sim out to the launcher
     
    Last edited: Apr 19, 2019
  7. 4thworld

    4thworld

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    @Mark Fuller, thanks, here are some points that I need your feedback on:

    1) you're driving in VR is this correct?
    2) I see that your logs look considerably better than before and from your comment, it seems that this build is performing better, is this correct?
    (for this first stage since we have done some general changes we're mostly looking if it behaves better/same or worse, to check that we're moving in the right direction, then we'll deal with the more specific stutters)
    3) from your logs I see that the configuration that you're running seems expensive in collision computations, can you write down which cars/track, how many ai were you running with?
    4) did you run in the same settings/conditions as the logs that you posted before?

    About the VR glitches, we have a fix incoming, we should update the builds soon
     
    Last edited: Apr 19, 2019
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  8. Mark Fuller

    Mark Fuller Registered

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    @4thworld
    1. Yes, using VR
    2. Yes, I would say that was better and moving in the right direction [you could almost miss some of them].
    3. Using the Virtual Endurance Championship Le Mans Track [as per Jimmi Allinson], with the S397 GTE pack and 41 cars on the track [not private testing].
    4. Exactly the same settings as the logs from this morning.

    Hope this helps

    M
     
  9. 4thworld

    4thworld

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    @Mark Fuller ok thanks, noted.
    Looking at the logs your force feedback seem to cause some slow downs:
    1) is your wheel firmware up-to-date?
    2) are you using a separate thread for the force feedback?
    thanks
     
  10. Mark Fuller

    Mark Fuller Registered

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    1. Yes, according to the Thrustmaster website.
    2. Separate thread? I have a T500 RS base which I believe is connected to my PC via a USB. I have the F1 wheel instead of the GT rim and I use Fanatec CSL pedals. In-game settings are: Force feedback type - wheel, FFB Smoothing 0, FFB min torque 4%.
     
  11. The Iron Wolf

    The Iron Wolf Registered

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    There's a setting in Controler.json file "Use separate thread", have a look at what value you have there :)
     
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  12. 4thworld

    4thworld

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    Using another thread for force feedback it's a setting that is hidden from the main menu.
    In order to reduce the cost of the force feedback, you can open the Controller.json file inside Userdata\player folder,

    look for the following lines

    "Use thread":false,
    "Use thread#":"Use a separate thread to issue FFB commands which may block with some drivers"

    and change it to:

    "Use thread":true,
    "Use thread#":"Use a separate thread to issue FFB commands which may block with some drivers"

    This will instruct rFactor to use a separate channel to communicate with the device.
    You can try that now if you want, from the next public-test build it will be default on.
     
  13. Mark Fuller

    Mark Fuller Registered

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  14. Alexandr Meshkov

    Alexandr Meshkov Registered

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    With test build I think I have better results. Just made couple back to back runs with mod and track I have problems more often. Real time logging setting = 1 made things worse. When I switch on this setting I have much more slowdowns and freezes that without it. With Texas I always had purple bar close to maximum when car on banking and other cars close around. On each replay there noticeable slowdowns on lap 1 in turns, except one scenario - when I run this on test build with real time logging = 0. I had problems with that run but on replay it was looking normal, probably it had nothing to do with physics in this case.


    https://drive.google.com/open?id=1iHkbdS21Bt7f73_9VpBVSCxNqXiF2-WH
     
  15. 4thworld

    4thworld

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    @Mark Fuller , thanks noted, will look into it.
    @Alexandr Meshkov from the logs it looks like you're pushing your system to the limit, i did not had time to look at the replay, can you tell me how many and which cars did you had and your system specs?

    thanks
     
  16. 4thworld

    4thworld

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    @Mark Fuller can you start a conversation with me?
    I can't do it because of some issue with the forum atm, just wanted more info and ask you to do one test to improve your frame timing whenever is possible for you
    thanks
     
    Last edited: Apr 19, 2019
  17. Alexandr Meshkov

    Alexandr Meshkov Registered

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    Yes, probably it is close or over the limit with my specs.

    30 AI cars, Nascar 2016 mod, Texas Speedway
    CPU: AMD FX(tm)-4300 Quad-Core Processor @ 3.80 GHz
    RAM: 8GB DDR3
    Graphics: NVidia GeForce GTX 1050 Ti

    And this logs from online race on 4th April on same track and similar mod. I had slowdown at 519 on replay when my car suddenly slows and continue at normal speed and slows again. 26 cars. Most of the race it was ok just couple moments with car slowdown when purple bar hits max. https://drive.google.com/open?id=1It1zGyWZw-Vb7tuWPySdEMWxW17uYHPB
     
  18. Daniele Vidimari

    Daniele Vidimari Registered

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    I'm on the new beta, multiplayer, Daytona, Norma LMP3, night, rain, 18 people.
    I7 6700k, GTX 970, 16gb RAM

    The race started with low fps, night, headlights, rain and all the car together, i think is normal, but i had a very long freeze right after the chequered flag.

    Replay
    https://drive.google.com/file/d/1NyfZbXE5KjIBhgBS0wbJFz1-H2gAz205/view

    Log files here
    https://1drv.ms/u/s!AlwKulLSNB7TicFCyyYNPX1dvXNTog
    https://1drv.ms/u/s!AlwKulLSNB7TicFBht0FMO850o6syA

    I don't think it was due to someone who left the race bacause i had it really 2-3 seconds after the chequered flag and i was the first to cross it.

    I was using simhub as an overlay dashboard and damplugin was turned off, not by the plugins option tab but by its in-game key.
     
    Last edited: Apr 20, 2019
  19. 4thworld

    4thworld

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    @krusti , thanks this is the type of issues we're looking for, I have a preliminary question first:

    the log files should follow the same name of the replay if you were recording one.
    so if your replay is called
    Daytona Road Course DX11 R1 6.Vcr
    the log files should be found named as:
    Daytona Road Course DX11 R1 6_V5__RealTimeLogging_PT.csv
    the log files that you attached are called
    NO_REPLAY_6_V5__RealTimeLogging_PT.csv
    are you sure that you sent the correct log files for that session?
    maybe you had the replay off and someone else did the recording?

    please confirm this.

    If those are the correct logs i see that you had a big freeze at the stage where we are interacting with plugins.
    1) Do you have any 3rd party plugins on or installed in your folder?
    2) can you attach your trace.txt file as well?

    thanks!
     
    Last edited: Apr 20, 2019
  20. 4thworld

    4thworld

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    Build update ID [3754184]:
    - FFB is set to use a different thread by default in this branch
    - Timing changes following the logs that have been submitted so far

    branch name: public-test
    password : UpERYPhIblEHorTiO
    verify your files via Steam after joining the branch

    1. Select rFactor 2 from steam game library, right click and select properties.
    A dialog box with a number of tabs will appear, your looking for one that says "BETAS".
    2. select the "BETAS" tab it by clicking on it.
    You will see 2 things now, a drop down menu and a text box to enter a beta access code.
    3. enter the password provided,
    4. select public-beta from the dropdown menu
     
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