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Bug/Issue Low FPS

Discussion in 'Starbound Support' started by batur123, Jul 23, 2016.

  1. Althalos

    Althalos Void-Bound Voyager

    I put off playing the game until it was complete so I wouldn't get burnt out and now I can't even play it. This is very disappointing. I think based off of my specs I should be able to play this game will we get someway in the future to tweak the graphics so it can run smoother?
     
  2. Squiddo Kiddo

    Squiddo Kiddo Orbital Explorer

    I went away from the forums just because I was kinda frustrated with this whole issue.

    I'm still extremely surprised (and to be honest, disappointed) that not even a single announcement was made saying that they have acknowledged the problem.
     
    KevinCosmos likes this.
  3. Kulsius

    Kulsius Scruffy Nerf-Herder

    Pretty sure in future it will be addressed. Just like many things were after 1.0 update that were broken. And fixed with 1.0.1, 1.0.2 and 1.0.3. Pretty sure devs need some time because it isn't as easy as writing "starbound.fix.lag.issues();"

    I feel your pain, but as I noticed myself, Chucklefish doesn't really address what problems they are going to fix in updates and instead just work silently (which also made many believe game developing was stalled or even project silently abbandoned). All I can offer- either try various "soft" pc upgrades (only costing time, not money) and follow every patch of Starbound.

    Really hope everyone with unplayable game can get to it asap. I will continue looking for ways to make game run smoother meanwhile. Maybe will even do some extensive testing on some powerful PC to see what can be the fault in all of this.
     
  4. Amfumi

    Amfumi Pangalactic Porcupine

    @ErebusAmauro : I played starbound before in the same system i mentioned, it ran at a variable 20 to 30 fps, Depending on the situation in the game. I would gladly play at 20 fps if i could..

    @Kulsius : We all are here trying to get us heard by the guys who can actually fix the issue, there is hardly a game release that hasn't come with problems, yes. Even more of a reason to post in threads like this one to make the problem known. Those changes you mentioned, I have done in order to make starbound playable, to no avail, same 1 - 2.5 FPS. I agree on this "it isn't as easy as writing "starbound.fix.lag.issues();"" that's why a simple "we are working on it" should be adequate for most, I think. Also, I would like to thank you for all the support you are giving here, it is most welcomed. :up::up::up:

    I believe that we can all wait a bit more of course, after more than 3 years following closely the development of this game, I would glady wait for some weeks or a month (or two, even more (I hope it't shorter than that xD)) if needed, however I insist that a simple response could be nice and calming for those who are eager to play the amazing game Starbound is, and have the same problem I have.

    What worries me is the lack of acknowledgment this thread is taking. This issue should be at least given a: "We know about this, we are working on it..." From any person from the CF team.
     
    ErebusAmauro likes this.
  5. Kulsius

    Kulsius Scruffy Nerf-Herder

    I completely understand that you want at least some feedback from devs. It also bugs me seeing all these games around with no active interaction with their product users. Maybe they are reading (pretty sure they are, as looking at forum posts and 1.0.3 changelog have a lot of common things in between), but if I was working in ChuckleFish, I'd be reading forums and when i notice some people have problems, reporting them, I would simply drop myself into it and not only stalk and read, but also would comment on things and give people some good will for waiting next patch. If I could, i would give people explanation what's wrong and what will (probably) be done at fixing said issues so people know that problem will be fixed and it's not just reported and dev is unable to deal with their own creation.
    But, I guess Chucklefish doesn't have such "community" person in their team whose work would be solely communicating with people who already paid (and have full right to demand their money back).
     
    ErebusAmauro and Amfumi like this.
  6. paillp

    paillp Space Hobo

    Hi,

    First of all, I MUST say that I really love the game Starbound has become since I used to be a "nightly" player for about two years. I litterally watched the game grow, exapand, and has always enjoyed playing it. I stopped playing about six month ago since pushes on the nightly brach became rare I suspected an upcoming stable release. Now (as you guess) I encounter almost permanent low FPS ingame, which is really frustrating as the game used to run real fine and smooth. Let's take a closer look.

    1. The hardware:
    # lspci
    00:00.0 Host bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor DRAM Controller (rev 06)
    00:01.0 PCI bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor PCI Express x16 Controller (rev 06)
    00:02.0 VGA compatible controller: Intel Corporation 4th Gen Core Processor Integrated Graphics Controller (rev 06)
    00:03.0 Audio device: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor HD Audio Controller (rev 06)
    00:14.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB xHCI (rev 05)
    00:16.0 Communication controller: Intel Corporation 8 Series/C220 Series Chipset Family MEI Controller #1 (rev 04)
    00:1a.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB EHCI #2 (rev 05)
    00:1b.0 Audio device: Intel Corporation 8 Series/C220 Series Chipset High Definition Audio Controller (rev 05)
    00:1c.0 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #1 (rev d5)
    00:1c.1 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #2 (rev d5)
    00:1c.2 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #3 (rev d5)
    00:1c.3 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #4 (rev d5)
    00:1d.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB EHCI #1 (rev 05)
    00:1f.0 ISA bridge: Intel Corporation HM87 Express LPC Controller (rev 05)
    00:1f.2 SATA controller: Intel Corporation 8 Series/C220 Series Chipset Family 6-port SATA Controller 1 [AHCI mode] (rev 05)
    00:1f.3 SMBus: Intel Corporation 8 Series/C220 Series Chipset Family SMBus Controller (rev 05)
    01:00.0 VGA compatible controller: NVIDIA Corporation GK104M [GeForce GTX 870M] (rev ff)
    03:00.0 PCI bridge: Texas Instruments XIO2213A/B/XIO2221 PCI Express to PCI Bridge [Cheetah Express] (rev 01)
    04:00.0 FireWire (IEEE 1394): Texas Instruments XIO2213A/B/XIO2221 IEEE-1394b OHCI Controller [Cheetah Express] (rev 01)
    05:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. RTL8411 PCI Express Card Reader (rev 01)
    05:00.2 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller (rev 0a)
    06:00.0 Network controller: Qualcomm Atheros AR9462 Wireless Network Adapter (rev 01)

    # cpuinfo
    Architecture: x86_64
    CPU op-mode(s): 32-bit, 64-bit
    Byte Order: Little Endian
    CPU(s): 8
    On-line CPU(s) list: 0-7
    Thread(s) per core: 2
    Core(s) per socket: 4
    Socket(s): 1
    NUMA node(s): 1
    Vendor ID: GenuineIntel
    CPU family: 6
    Model: 60
    Model name: Intel(R) Core(TM) i7-4710MQ CPU @ 2.50GHz
    Stepping: 3
    CPU MHz: 2500.000
    CPU max MHz: 3500.0000
    CPU min MHz: 800.0000
    BogoMIPS: 4989.69
    Virtualization: VT-x
    L1d cache: 32K
    L1i cache: 32K
    L2 cache: 256K
    L3 cache: 6144K
    NUMA node0 CPU(s): 0-7
    Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx pdpe1gb rdtscp lm constant_tsc arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc aperfmperf eagerfpu pni pclmulqdq dtes64 monitor ds_cpl vmx est tm2 ssse3 sdbg fma cx16 xtpr pdcm pcid sse4_1 sse4_2 movbe popcnt tsc_deadline_timer aes xsave avx f16c rdrand lahf_lm abm epb tpr_shadow vnmi flexpriority ept vpid fsgsbase tsc_adjust bmi1 avx2 smep bmi2 erms invpcid xsaveopt dtherm ida arat pln pts

    From what I can tell the CPU should be good.

    Now let's see the NVidia GPU (870M 6GB DDR5). It uses the latest Bumblebee driver. Which is also working fine (i.e. runs other games perfectly)

    # vblank_mode=0 primusrun glxspheres64
    Polygons in scene: 62464 (61 spheres * 1024 polys/spheres)
    ATTENTION: default value of option vblank_mode overridden by environment.
    ATTENTION: default value of option vblank_mode overridden by environment.
    Visual ID of window: 0xb7
    Context is Direct
    OpenGL Renderer: GeForce GTX 870M/PCIe/SSE2
    ATTENTION: default value of option vblank_mode overridden by environment.
    ATTENTION: default value of option vblank_mode overridden by environment.
    256.430945 frames/sec - 286.176934 Mpixels/sec
    262.470995 frames/sec - 292.917631 Mpixels/sec
    269.129541 frames/sec - 300.348567 Mpixels/sec
    265.235858 frames/sec - 296.003218 Mpixels/sec
    283.305537 frames/sec - 316.168979 Mpixels/sec
    273.402126 frames/sec - 305.116773 Mpixels/sec
    272.143235 frames/sec - 303.711851 Mpixels/sec
    273.361309 frames/sec - 305.071221 Mpixels/sec

    So the GPU 3D rendering is about 270FPS, which is not badass, but still it's fine. Just in case, let's take a look at the 2D rendering.

    # vblank_mode=0 primusrun glxgears
    14801 frames in 5.0 seconds = 2959.752 FPS
    15847 frames in 5.0 seconds = 3169.313 FPS
    15889 frames in 5.0 seconds = 3177.758 FPS
    15904 frames in 5.0 seconds = 3180.787 FPS
    15663 frames in 5.0 seconds = 3132.534 FPS
    15824 frames in 5.0 seconds = 3164.684 FPS

    Okay, so now, there's no doubt the GPU should be definitely able to run the game at it's full potential and there should not be any significant bottleneck between the CPU and GPU. Still 2-4 FPS in game.

    Now the Random Access Memory
    # cat /proc/meminfo
    MemTotal: 16351856 kB
    MemFree: 12643232 kB
    MemAvailable: 13360880 kB
    Buffers: 88668 kB
    Cached: 1250072 kB
    SwapCached: 0 kB
    Active: 2462172 kB
    Inactive: 1012016 kB
    Active(anon): 2158812 kB
    Inactive(anon): 379268 kB
    Active(file): 303360 kB
    Inactive(file): 632748 kB
    Unevictable: 64 kB
    Mlocked: 64 kB
    SwapTotal: 0 kB
    SwapFree: 0 kB
    Dirty: 3800 kB
    Writeback: 0 kB
    AnonPages: 1672756 kB
    Mapped: 539316 kB
    Shmem: 402640 kB
    Slab: 107572 kB
    SReclaimable: 68684 kB
    SUnreclaim: 38888 kB
    KernelStack: 8736 kB
    PageTables: 24708 kB
    NFS_Unstable: 0 kB
    Bounce: 0 kB
    WritebackTmp: 0 kB
    CommitLimit: 8175928 kB
    Committed_AS: 5527128 kB
    VmallocTotal: 34359738367 kB
    VmallocUsed: 0 kB
    VmallocChunk: 0 kB
    HardwareCorrupted: 0 kB
    AnonHugePages: 339968 kB
    HugePages_Total: 0
    HugePages_Free: 0
    HugePages_Rsvd: 0
    HugePages_Surp: 0
    Hugepagesize: 2048 kB
    DirectMap4k: 191032 kB
    DirectMap2M: 6014976 kB
    DirectMap1G: 10485760 kB

    16GB of RAM should be sufficient to run the server and a client on the very same machine.

    2. The system

    So the server as clients all run on the latest ArchLinux system.
    # uname -a
    Linux <HOSTNAME> 4.6.4-1-ARCH #1 SMP PREEMPT Mon Jul 11 19:12:32 CEST 2016 x86_64 GNU/Linux

    The system is up to date
    # yaourt -Q | grep -E '^core/' | grep '(base)'
    core/bash 4.3.046-1 (base)
    core/bzip2 1.0.6-5 (base)
    core/coreutils 8.25-2 (base)
    core/cryptsetup 1.7.2-1 (base)
    core/device-mapper 2.02.161-1 (base)
    core/dhcpcd 6.11.1-1 (base)
    core/diffutils 3.3-3 (base)
    core/e2fsprogs 1.43.1-2 (base)
    core/filesystem 2015.09-1 (base)
    core/gcc-libs 6.1.1-3 (base)
    core/glibc 2.23-5 (base)
    core/inetutils 1.9.4-2 (base)
    core/iproute2 4.6.0-1 (base)
    core/iputils 20160308.0db72a4-1 (base)
    core/jfsutils 1.1.15-4 (base)
    core/less 481-2 (base)
    core/licenses 20140629-1 (base)
    core/linux 4.6.4-1 (base)
    core/logrotate 3.9.2-1 (base)
    core/lvm2 2.02.161-1 (base)
    core/man-db 2.7.5-3 (base)
    core/man-pages 4.07-1 (base)
    core/mdadm 3.4-1 (base)
    core/nano 2.6.2-1 (base)
    core/netctl 1.12-2 (base)
    core/pciutils 3.5.1-1 (base)
    core/pcmciautils 018-7 (base)
    core/perl 5.24.0-1 (base)
    core/procps-ng 3.3.12-1 (base)
    core/psmisc 22.21-3 (base)
    core/reiserfsprogs 3.6.25-1 (base)
    core/s-nail 14.8.9-1 (base)
    core/shadow 4.2.1-3 (base)
    core/sysfsutils 2.1.0-9 (base)
    core/systemd-sysvcompat 231-1 (base)
    core/tar 1.29-1 (base)
    core/usbutils 008-1 (base)
    core/vi 1:070224-2 (base)
    core/xfsprogs 4.5.0-1 (base)

    # systemd-analyze
    Startup finished in 3.700s (kernel) + 4.241s (userspace) = 7.941s
    # systemd-analyze blame
    2.275s lightdm.service
    483ms systemd-timesyncd.service
    449ms dev-sdb6.device
    310ms systemd-journald.service
    178ms systemd-vconsole-setup.service
    173ms systemd-udevd.service
    157ms NetworkManager.service
    136ms systemd-tmpfiles-setup-dev.service
    130ms systemd-modules-load.service
    117ms accounts-daemon.service
    112ms systemd-fsck@dev-sda2.service
    110ms polkit.service
    110ms upower.service
    94ms home.mount
    94ms wpa_supplicant.service
    84ms systemd-udev-trigger.service
    67ms systemd-random-seed.service
    53ms udisks2.service
    52ms bluetooth.service
    29ms systemd-logind.service
    28ms systemd-sysctl.service
    28ms systemd-fsck@dev-sdb5.service
    18ms colord.service
    14ms systemd-tmpfiles-clean.service
    12ms user@1000.service
    11ms systemd-remount-fs.service
    10ms dev-hugepages.mount
    9ms tmp.mount
    7ms systemd-tmpfiles-setup.service
    7ms dev-mqueue.mount
    5ms sys-kernel-debug.mount
    5ms boot.mount
    5ms kmod-static-nodes.service
    4ms systemd-journal-flush.service
    3ms systemd-update-utmp.service
    3ms rtkit-daemon.service
    2ms systemd-backlight@backlight:intel_backlight.service
    2ms systemd-user-sessions.service
    1ms sys-fs-fuse-connections.mount
    1ms systemd-rfkill.service
    1ms sys-kernel-config.mount

    Everything is up to date and the system is healthy as are the clients. And both the server and clients have a nice boot time. So the system's performance shouldn't be a problem.

    3 The Network

    So as for the network things are pretty simple. The game is accessed either by a LAN or WAN connexion via a PAT which is processed by my router. LAN connexions are made over a 300MBps Wi-Fi Access Point.
    Basically the only network bottleneck happens on the Wi-Fi as all ethernet interfaces are Cat6.e (1G:cool: ethernet links. There are no fancy protocols involved on the network that could cause a lack of performance. So that also should be good.

    3.1. Over the LAN
    # ping 192.168.0.254
    PING 192.168.0.254 (192.168.0.254) 56(84) bytes of data.
    64 bytes from 192.168.0.254: icmp_seq=1 ttl=64 time=0.623 ms
    64 bytes from 192.168.0.254: icmp_seq=2 ttl=64 time=0.503 ms
    64 bytes from 192.168.0.254: icmp_seq=3 ttl=64 time=0.534 ms
    64 bytes from 192.168.0.254: icmp_seq=4 ttl=64 time=0.546 ms
    64 bytes from 192.168.0.254: icmp_seq=5 ttl=64 time=2.76 ms
    64 bytes from 192.168.0.254: icmp_seq=6 ttl=64 time=8.10 ms
    64 bytes from 192.168.0.254: icmp_seq=7 ttl=64 time=0.831 ms
    64 bytes from 192.168.0.254: icmp_seq=8 ttl=64 time=9.80 ms
    64 bytes from 192.168.0.254: icmp_seq=9 ttl=64 time=0.892 ms
    64 bytes from 192.168.0.254: icmp_seq=10 ttl=64 time=0.572 ms
    64 bytes from 192.168.0.254: icmp_seq=11 ttl=64 time=0.527 ms
    64 bytes from 192.168.0.254: icmp_seq=12 ttl=64 time=3.72 ms
    ^C
    --- 192.168.0.254 ping statistics ---
    12 packets transmitted, 12 received, 0% packet loss, time 10998ms
    rtt min/avg/max/mdev = 0.503/2.452/9.809/3.090 ms

    Pinging the gateway seems to be inferior to 1ms, and there are no packet lost, weird TTL settings or MTU (mtu 1500)

    3.2 Over the Internet
    # python3 ~/speedtest_cli.py
    Retrieving speedtest.net configuration...
    Retrieving speedtest.net server list...
    Testing from Free (88.176.77.137)...
    Selecting best server based on latency...
    b'Hosted by Ultimate AIR Gamers (Roubaix) [8.95 km]: 17.129 ms'
    Testing download speed........................................
    Download: 19.77 Mbit/s
    Testing upload speed..................................................
    Upload: 1.00 Mbit/s

    Eventhough my down / up speeds aren't great, this should still be enough to play the game on a network that only handles 2 devices and a remote Starbound client accessing the local server.
    Note that the game was tested on three different networks, and the same behaviour always ended up showing up. I noticed the game was smooth when I ran the server and connected as the only client (at least it's smooth and playable for about 5 minutes). Then, when another client joins, FPS start to drop significantly and quickly to the point the game starts to be unplayable. So here I try : run the server, run a first client, play a bit to witness a playable game, start another client and see what happens when connecting.

    4. The Starbound

    I start the server :
    # cd ~/.local/share/Steam/steamapps/common/starbound/linux/ && ./starbound_server
    It runs ;)

    The steam launch command :
    vblank_mode=0 primusrun %command%
    Basically runs the command below in the steam folder we placed in
    # vblank_mode=0 primusrun ./starbound
    Click, blink, it runs :D ! The menu is smooth.
    # cat /proc/acpi/bbswitch
    0000:01:00.0 ON
    So the GPU is currently used.
    I enter the game instantly, the first 3 minutes the game is smooth, then i start to encounter small FPS drops.
    I start to look at the CPU / Memory usage of both Starbound client and server.
    Things start to get nasty
    # ps aux --sort -rss | grep -E (starbound|starbound_server|*steam*) :(
    sugarte+ 4168 89.5 3.9 1959520 648772 ? Rl 20:35 8:17 ./starbound
    sugarte+ 4183 19.3 1.7 1271284 292532 pts/0 Sl+ 20:35 1:45 ./starbound_server
    sugarte+ 4024 2.0 0.9 383684 162040 ? Sl 20:35 0:12 /home/sugartest/.local/share/Steam/ubuntu12_32/steam
    sugarte+ 4071 0.1 0.5 318896 93836 ? Sl 20:35 0:00 /home/sugartest/.local/share/Steam/ubuntu12_32/steamwebhelper --type=renderer --disable-gpu-compositing --enable-pinch --no-sandbox --lang=en-US --lang=en_US.UTF-8 --log-file=/home/sugartest/.local/share/Steam/ubuntu12_32/debug.log --product-version=Valve Steam Client --disable-spell-checking --enable-system-flash --widevine-cdm-path=/home/sugartest/.local/share/Steam/ubuntu12_32 --widevine-cdm-version=1.4.8.824 --enable-pinch --num-raster-threads=4 --content-image-texture-target=3553,3553,3553,3553,3553,3553,3553,3553,3553,3553,3553,3553,3553,3553 --video-image-texture-target=3553 --disable-accelerated-video-decode --disable-gpu-compositing --channel=4027.0.1468645392 --v8-natives-passed-by-fd --v8-snapshot-passed-by-fd
    sugarte+ 4027 0.0 0.5 431376 84288 ? Sl 20:35 0:00 /home/sugartest/.local/share/Steam/ubuntu12_32/steamwebhelper -cachedir=config/htmlcache -steampid=4024 -buildid=1468023329 -steamid=0 --disable-gpu-compositing --disable-gpu --process-per-tab --enable-system-flash --disable-spell-checking --enable-widevine-cdm --widevine-cdm-path=/home/sugartest/.local/share/Steam/ubuntu12_32 --widevine-cdm-version=1.4.8.824
    sugarte+ 4151 0.0 0.4 378732 79264 ? S 20:35 0:00 /home/sugartest/.local/share/Steam/ubuntu12_32/steam
    sugarte+ 4030 0.0 0.1 138172 26168 ? S 20:35 0:00 /home/sugartest/.local/share/Steam/ubuntu12_32/steamwebhelper --type=zygote --no-sandbox --lang=en_US.UTF-8 --log-file=/home/sugartest/.local/share/Steam/ubuntu12_32/debug.log --product-version=Valve Steam Client --widevine-cdm-path=/home/sugartest/.local/share/Steam/ubuntu12_32 --widevine-cdm-version=1.4.8.824
    sugarte+ 4026 0.0 0.1 106280 25692 ? S 20:35 0:00 /home/sugartest/.local/share/Steam/ubuntu12_32/steam
    sugarte+ 4152 0.0 0.0 100852 8444 ? S 20:35 0:00 /bin/sh /home/sugartest/.local/share/Steam/steamapps/common/Starbound/linux/run-client.sh
    sugarte+ 3942 0.0 0.0 14188 3636 ? S 20:35 0:00 bash /home/sugartest/.local/share/Steam/steam.sh
    sugarte+ 3930 0.0 0.0 13644 3204 ? S 20:35 0:00 bash /usr/bin/steam
    sugarte+ 4287 0.0 0.0 10796 2248 pts/1 S+ 20:44 0:00 grep --color=auto -E (starbound|starbound_server|*steam*)

    Let's take a look at the first two lines which are respectively thar Starbound's client and server :
    Client : uses 90 to 100% CPU and from 3 to 6% of RAM
    Server : uses around 20% CPU and from 1 to 2% of RAM

    I get to think that something's wrong with at least the client.
    What files does it use ?

    # starbound_pid=$(ps -ef | grep './starbound' | awk '{print $2}' | head -n1)
    # lsof -p $starbound_pid
    As you can exepect from an LSOF output, it's quite big since everything is mapped, let's sort things out.
    # lsof -p $starbound_pid | grep -Ev '(pipe|\[timerfd\]|\[eventpoll\]|\[eventfd\]|KOBJECT_UEVENT|\/drm mm object|\/memfd:xshmfence)'
    Hehe, things are a bit better now, I can see :
    libGL in use and all other graphical renderers that are usually called by Starbound (NVidia, LibGLX, libSDL etc...). I can also see my nvidia card in use.
    I also tested for files that would have been opened twice, just in case, there doesn't seem to be any.
    Now after about an hour of having the game running I can see things get worse. My entire system lags, and desktop animations became slow.

    # sudo iostat %system %user
    Linux 4.6.4-1-ARCH (tin-foiled-arch) 01/08/2016 _x86_64_ (8 CPU)

    avg-cpu: %user %nice %system %iowait %steal %idle
    8,09 0,00 1,44 3,54 0,00 86,93

    So %user is about 3% higher than when the game isn't running. Which tells me it's about some files that are being used and accessed, parts stored in memory still seem to be present after quitting the game.
    As from what I can see, memory isn't freed properly, after quitting the client and the server, my memory stays 1GB higher than it should be, telling me either some memory leak is present or some functions / methods aren't freed AT ALL. That said, it might be of the vulnerability kind : an infamous use after free.
    I know a memory leak was corrected server-side with the last update, I suffered it. I think this one is different and comes from the client since CPU usage client-side tends to demonstrate that it performs massive operations (I don't know why nor what), even when I'm not on any planet. It might be caused by an objects reloading eventhough these are still present in memory causing overlaying memory consumption and high CPU usage. But let's head back to the point of the subject (which isn't reporting a vuln).
    So I started tinkering with optimus, and it seems, running Starbound with the optirun command will ALWAYS endup in a nasty SegFault
    # vblank_mode=0 optirun ./starbound
    [Info] Application: Initializing SDL
    [Info] Application: startup...
    [Info] Root: Preparing Root...
    [Info] Root: Done preparing Root.
    [Info] Client Version 1.0.3 (linux x86_64) Source ID: 9ee2da89b062fb554f45d2c331339995e6729fe5 Protocol: 724
    [Info] Root: Scanning for asset sources in directory '../assets/'
    [Info] Root: Scanning for asset sources in directory '../mods/'
    [Warn] Root: Unrecognized file in asset directory 'mods_go_here', skipping
    [Info] Root: Detected asset source named 'base' at '../assets/packed.pak'
    [Info] Root: Detected unnamed asset source at '../assets/user'
    [Info] Loading assets from: '../assets/packed.pak'
    [Info] Loading assets from: '../assets/user'
    [Info] Assets digest is af227b56a732038aa9650a24a8b77d5a667731ce347f225f0fd48b3e99c1c883
    [Info] Root: Loaded Assets in 0.757136 seconds
    [Info] Application: Initializing SDL Video
    [Error] Fatal Error: Segfault Encountered!
    ./starbound(_ZN4Star10fatalErrorEPKcb+0x43) [0xa11063]
    /usr/lib/libc.so.6(+0x33310) [0x7f2df5336310]
    /usr/lib/libGLX_nvidia.so.0(+0xbd7ad) [0x7f2ded7757ad]

    So basically, SDL init fails and ends up in SegFault but we can see the problem doesn't only come from DSL but also from libGLX_nvidia.so. Still I think this isn't related to the FPS drop and I believe the FPS drop comes from :
    Constant and creepy high CPU usage, which enlarges the CPU time needed to process data properly.

    Running a second client (with the command line below) shows me that the massive FPS drop happens when more than one player are connected to the server, i.e. when a second player connects the server.
    # LD_PRELOAD="${LD_PRELOAD} ./libsteam_api.so" vblank_mode=0 primusrun ./starbound

    Then the processor usage is simply about 80% and above on all 8 cores. This is definitely a problem, and the high CPU usage that the Starbound generates kindly creates a bottleneck for images / frames processing, regardless of the number of objects, not only for the game but the whole system ! I guess that high usage doesn't leave enough CPU time to process smoothly what's needed by the game and the system.

    I hope this whill help the developpers locating where the issue happens. All outputs weren't pasted since some (as LSOF, strings, GD:cool: are quite massive. I precise that I do not pretend to be right, I just wanted to give an interpretation and a bit of analysis on what happens before / during / after the FPS drop occurs. To the "I only complain" players, don't say 'it doesn't work' without giving out any data whatsoever ! I didn't even see PC specs on the thread, WTF ?. Developpers need data to reproduce and locate where the problem comes from. So you should basically be ashamed of not doing anything to be able to play the game, moreover you'll be the ones responsible for the slow correction of the issue since you basically just complain, sit, and won't help developpers as much as yourself.

    Best regards.
    --- Post updated ---
    I'm sorry the post got polluted by automatic smiley insertion.

    B.R.
     
    Last edited: Aug 2, 2016
  7. Parrotte

    Parrotte Supernova

    @paillp Might want to put that log into a spoiler :p

    As for myself, even though I haven't noticed anything of the supposed fps doubling 1.0 should've gotten, I haven't noticed anything of the FPS actually becoming worse.
    (The outpost has actually improved in FPS. It's like, 30-ishnow where it was like, ~10 before.)
    I have about 30 fps average though this system is lowspec in comparison to newer systems.
    Processor: AMD A8-3850 APU with Radeon HD Graphics, 2900Mhz, 4 cores.
    RAM: 4 GB (Starbound takes up between 300mb lowest and 1.5GB max after which the game freezes for a couple of seconds as the usage drops)
    System type: Windows 10, 64bit
    Graphics: AMD HD3850
    VSync is active, playing windowed with a resolution of 1400x847 (1400x900)
     
  8. paillp

    paillp Space Hobo

    @Firestorm258 I tried, however I couldn't manage to put it in a spoiler section, could an admin do so ? Maybe people reading will acknowledge some similar configuration, behaviour, files in use or other data I posted so the bug might be identified more easily. That said, I spent A LOT of time collecting data, tracing Starbound's exec etc, so people will know what to look for instead if simply complaining of the game not working. As you did, the minimum of info that should be present -> the PC config, you're the first post I saw here that gave the strict minimum of information for an "Issue" post.
     
    Last edited: Aug 2, 2016
  9. Shakipu

    Shakipu Space Hobo

    With current nvidia version (367.35-1), optirun will always crash with the default bridge. Using optirun -b primus or primusrun solves it. Reverting to the previous nvidia driver solves it too. I don't know if the nvidia driver could be involved in this lag issue. I do not have this issue myself but i'm looking to help solving this (because I usually play with paillp). I have a lower config but the game is running smoothly for me, even if not loaded with my graphic card (I have a i5-6300HQ with an Nvidia GTX 950m 4GB and 4GB of RAM)

    EDIT: for the sake of this post, can we focus on this problem on high-end specs as it is more abnormal than on low-end specs ? I'm sure optimization for low-end specs will come as soon as the issue has been fixed on high-end specs.
     
    Last edited: Aug 2, 2016
  10. solaris104

    solaris104 Space Spelunker

    I have an Asus Laptop with I3 2410M 2.10 GHz
    4 GB of RAM and an Intel HD 3000 - FPS video card in play
    60 FPS in the menu
    30-25 fps on Planet
    17 fps on ship
    10-8 fps on outpost
    to 1366x768
    the game runs well without problems except for some low fps but nothing more.
     
  11. Kulsius

    Kulsius Scruffy Nerf-Herder

    That's amazing. What about HDD usage? And is your Steam/steamapps folder compressed? (I know, stupid question, but I saw some servers with such thing telling that server doesn't need to load graphics... :facepalm:) I know it's nothing, but it adds up some CPU cycles and creates bottlenecking. For Optirun/SegFault, just wait for new drivers or try to use beta drivers. It can't be nVidia problem alone as some people report it only having integrated Intel HDs (I think it's no surprise these guys lag) and some AMD users.
    Might it be faulty dll file or bad C+Redist usage involved? Asking, because i'm sure dll files can linger even after app is closed, creating phantom usage.
     
  12. paillp

    paillp Space Hobo

    Thank's for the answer, I hope the data I gave can help. Steam folders aren't compressed on the machine (sounds weird to me xD), I actually do not use C+Redist since I use GNU/Linux C and C++ libraries but now you tell that I see there are some redist stuff in ~/.local/share/Steam/steamapps/common/Starbound/_CommonRedist/vcredist/2015/vc_redist.x64.exe I'll try to check files integrity via the Steam utility. However C / C++ libraries are essential and critical under Linux systems and I guess I'd have encountered troubles if some of those libraries went faulty. Now that you ask I completely forgot to put specific HDD I/O when using with the iostat command. Still I/O didn't seem to be much heavier than when the game wasn't running, disks I/O is a bit more than 3% higher when the game is running. That's what got me thinking some DLL (libraries as we call them on Linux) or some methods used in the defined scope of these DLL weren't freed leaving a nice Gigabyte of RAM used, I might be wrong. About Nvidia drivers, it was clear to me it couldn't be the problem alone, since I can still run the game with both CPU and GPU and experience the very same FPS drops.

    I ran a file integrity check and all files were good, that leaves me to uninstalling and deleting all content related to starbound, reinstall it and see of things are better. I'll continue providing data as the search goes.
     
  13. Kulsius

    Kulsius Scruffy Nerf-Herder

    That ~/.local/share/Steam/steamapps/common/Starbound/_CommonRedist/vcredist/2015/vc_redist.x64.exe is setup of Visual C++ redistributable for Windows which, by their policy, have to come with game as separate setup and installed when game is installed (does nothing if pc already have needed files, updates outdated ones, pretty simple and secure stuff, i'd say) and i guess it has nothing to do for you at all.
    About HDD compression- it's a thing on NTFS filesystems (haven't seen that on FAT personally (I guess you not using NTFS), can't comment if that exist). Makes folders and files kind of compressed (similar to zip in some way) making them take a bit less space, but ofc t cost of CPU usage (as all files have to be uncompressed for usage, making CPU do most of work. It actually is pretty good solution for noticeably slower HDDs).
    Well, DLL- Dynamic Link Library :D Linux terms aren't THAT much different :D
    don't know where I heard about it, but (for me it's like a myth that I don't have any clear ground for) is it possible to use GPU as secondary CPU (making it do calculations)?
    Maybe using more CPU (i know GPU handles stuff different and it's not the same thing even on calculations) would give game more freedom?
    Btw, is it true that nVidia Linux drivers are backwards engineered? I've tried playing DoTA 2 on Linux on my laptop and barely had 20fps while on Win10 it works 40+. (I'm rookie in anything Linux related, so I didn't dig much in it.)
    If game itself isn't handling libraries correct (or "unhandling" if you mind), then I guess file integrity and game cache checks will provide no effects at all.
    Deleting all content might do some things, as there might be some old leftover stuff in some folders, loading into game just because it exist, eating up resources and because it's not coded for game to load it in the first place, it's also not coded to be unloaded. (Guess you understand what I mean).

    You can check all used libraries at any certain time? (I know Windows have "tasklist" command, Linux should have much more) If so, Maybe you can even pinpoint what Starbound is using (Maybe even something like tree view with all started stuff for Starbound?) and see what stuff fails to close when Starbound is closed?
     
  14. Amfumi

    Amfumi Pangalactic Porcupine

    It might sound more than reasonable to focus on high-end systems, however I don't think the thread should directed to these systems only, people with Intel graphics (and other low specs systems) were able to play it somewhat smoothly before the release (not saying that it ran at 60fps with vsync and multiple clients running, but it was playeble), why can't we now? We own a game licence as well and it is not logic to leave us out as a secondary issue to tackle after high-end systems problems.That's my own personal opinion of course. :p And it seems that Starbound devs didn't want to make the game only playable for high-end systems, they did put very low requirements on their steam store page after all.

    I forgot to add another possible useful information, the log file created after each startup of starbound.


    Code:
    [02:50:25.007] [Info] Root: Preparing Root...
    [02:50:25.011] [Info] Root: Done preparing Root.
    [02:50:25.011] [Info] Client Version 1.0.3 (windows x86_64) Source ID: 9ee2da89b062fb554f45d2c331339995e6729fe5 Protocol: 724
    [02:50:25.011] [Info] Root: Scanning for asset sources in directory '..\assets\'
    [02:50:25.395] [Info] Root: Scanning for asset sources in directory '..\mods\'
    [02:50:25.395] [Warn] Root: Unrecognized file in asset directory 'mods_go_here', skipping
    [02:50:25.395] [Info] Root: Detected asset source named 'base' at '..\assets\packed.pak'
    [02:50:25.395] [Info] Root: Detected unnamed asset source at '..\assets\user'
    [02:50:25.395] [Info] Loading assets from: '..\assets\packed.pak'
    [02:50:25.927] [Info] Loading assets from: '..\assets\user'
    [02:50:27.254] [Info] Assets digest is af227b56a732038aa9650a24a8b77d5a667731ce347f225f0fd48b3e99c1c883
    [02:50:27.254] [Info] Root: Loaded Assets in 2.24273 seconds
    [02:50:27.261] [Info] Application: Initializing SDL Video
    [02:50:27.267] [Info] Application: Initializing SDL Joystick
    [02:50:27.301] [Info] Application: Initializing SDL Sound
    [02:50:27.436] [Info] Initialized Steam services
    [02:50:27.436] [Info] Application: Creating SDL Window
    [02:50:27.542] [Info] Application: Enabling VSync with late swap tearing
    [02:50:27.542] [Info] Application: Enabling VSync late swap tearing failed, falling back to full VSync
    [02:50:27.569] [Info] Application: Opened default audio device with 44.1khz / 16 bit stereo audio, 2048 sample size buffer
    [02:50:27.571] [Info] OpenGL version: '2.1.0 - Build 8.15.10.2342' vendor: 'Intel' renderer: 'Intel(R) HD Graphics' shader: '1.20  - Intel Build 8.15.10.2342'
    [02:50:27.604] [Info] Application: initialization...
    [02:50:27.606] [Info] Root: Loaded Configuration in 0.0017323 seconds
    [02:50:27.607] [Info] Application: Disabling VSync
    [02:50:27.618] [Info] Application: renderer initialization...
    [02:50:27.634] [Info] Root: Loaded ImageMetadataDatabase in 1.15486e-05 seconds
    [02:50:27.739] [Info] Application: main update loop...
    [02:50:27.743] [Info] No subscribed user generated content
    [02:50:27.753] [Info] Root: Loaded NameGenerator in 0.00841175 seconds
    [02:50:27.781] [Error] OpenGL errors this frame:  GL_INVALID_VALUE
    [02:50:27.975] [Info] Root: Loaded PlantDatabase in 0.193042 seconds
    [02:50:28.562] [Info] Root: Loaded ObjectDatabase in 0.8089 seconds
    [02:50:28.752] [Info] Root: Loaded ProjectileDatabase in 0.776837 seconds
    [02:50:28.893] [Info] Root: Loaded NpcDatabase in 0.141164 seconds
    [02:50:28.895] [Info] Root: Loaded StagehandDatabase in 0.00188965 seconds
    [02:50:28.900] [Info] Root: Loaded VehicleDatabase in 0.00516081 seconds
    [02:50:28.905] [Info] Root: Loaded PlayerFactory in 0.0042576 seconds
    [02:50:28.934] [Info] Root: Loaded MonsterDatabase in 0.372733 seconds
    [02:50:28.939] [Info] Root: Loaded VersioningDatabase in 0.00432593 seconds
    [02:50:28.939] [Info] Root: Loaded EntityFactory in 0.0341792 seconds
    [02:50:29.045] [Info] Root: Loaded ParticleDatabase in 0.106132 seconds
    [02:50:29.491] [Info] Root: Loaded MaterialDatabase in 0.551978 seconds
    [02:50:29.506] [Info] Root: Loaded TerrainDatabase in 0.0151105 seconds
    [02:50:29.606] [Info] Root: Loaded BiomeDatabase in 0.0993603 seconds
    [02:50:29.607] [Info] Root: Loaded LiquidsDatabase in 0.00159035 seconds
    [02:50:29.635] [Info] Root: Loaded StatusEffectDatabase in 0.0275123 seconds
    [02:50:29.974] [Info] Root: Loaded DamageDatabase in 0.339595 seconds
    [02:50:29.987] [Info] Root: Loaded EffectSourceDatabase in 0.0119375 seconds
    [02:50:29.993] [Info] Root: Loaded FunctionDatabase in 0.00634262 seconds
    [02:50:30.047] [Info] Root: Writing runtime configuration to '..\storage\starbound.config'
    [02:50:30.066] [Info] Root: Loaded TreasureDatabase in 0.0734466 seconds
    [02:50:30.448] [Info] Root: Loaded DungeonDefinitions in 0.381572 seconds
    [02:50:30.448] [Info] Root: Loaded TilesetDatabase in 5.82245e-05 seconds
    [02:50:30.459] [Info] Root: Loaded StatisticsDatabase in 0.0108721 seconds
    [02:50:30.459] [Info] Root: Loaded EmoteProcessor in 0.000103457 seconds
    [02:50:30.472] [Info] Root: Loaded SpeciesDatabase in 0.0121983 seconds
    [02:50:30.510] [Info] Root: Loaded QuestTemplateDatabase in 0.0386899 seconds
    [02:50:30.513] [Info] Root: Loaded AiDatabase in 0.0028222 seconds
    [02:50:30.516] [Info] Root: Loaded TechDatabase in 0.00309696 seconds
    [02:50:30.537] [Info] Root: Loaded CodexDatabase in 0.0203227 seconds
    [02:50:30.765] [Info] Root: Loaded BehaviorDatabase in 0.228302 seconds
    [02:50:30.770] [Info] Root: Loaded DanceDatabase in 0.0042884 seconds
    [02:50:30.784] [Info] Root: Loaded SpawnTypeDatabase in 0.0144036 seconds
    [02:50:30.836] [Info] Root: Loaded RadioMessageDatabase in 0.00482108 seconds
    [02:50:33.092] [Info] Root: Loaded ItemDatabase in 4.15804 seconds
    [02:50:41.218] [Info] UniverseServer: Acquiring universe lock file
    [02:50:41.220] [Info] UniverseServer: Loading settings
    [02:50:41.226] [Info] UniverseServer: Starting UniverseServer with UUID: dee1d6010cc38ec7ec25d13a94f584fd
    [02:50:41.230] [Info] UniverseServer: Logged in player 'Nelila' locally
    [02:50:41.230] [Info] UniverseServer: Logged in account '<anonymous>' as player 'Nelila' from address local
    [02:50:41.245] [Info] UniverseServer: Spawning player in intro instance protectorate
    [02:50:41.245] [Info] UniverseServer: Client 'Nelila' <1> (local) connected
    [02:50:41.255] [Info] UniverseClient: Joined server as client 1
    [02:50:41.384] [Info] UniverseServer: Loading client ship world ClientShipWorld:6beb5f003aaad6fdd683b9421ded510d
    [02:50:41.555] [Info] UniverseServer: Creating temporary world file for world InstanceWorld:protectorate:6beb5f003aaad6fdd683b9421ded510d:-
    [02:50:41.556] [Info] UniverseServer: Creating temporary instance world 'InstanceWorld:protectorate:6beb5f003aaad6fdd683b9421ded510d:-'
    [02:50:41.867] [Info] Placing dungeon protectorate
    [02:50:42.012] [Info] UniverseServer: Flying player 1 ship to starter world -245174410:-820417057:56116098:6:2
    [02:50:42.013] [Info] UniverseServer: Loading celestial world -245174410:-820417057:56116098:6:2
    [02:50:42.060] [Info] UniverseServer: Stopping idle world ClientShipWorld:6beb5f003aaad6fdd683b9421ded510d
    [02:50:42.678] [Info] Forcing generation of dungeon protectorate
    [02:50:42.777] [Info] Placing dungeon at (0, 1000)
    [02:50:43.756] [Info] UniverseServer: Loading client ship world ClientShipWorld:6beb5f003aaad6fdd683b9421ded510d
    [02:50:44.209] [Info] UniverseServer: Arriving ship for player 1 at -245174410:-820417057:56116098:6:2
    [02:50:44.210] [Info] UniverseServer: Stopping idle world CelestialWorld:-245174410:-820417057:56116098:6:2
    [02:50:44.852] [Info] UniverseServer: Stopping idle world ClientShipWorld:6beb5f003aaad6fdd683b9421ded510d
    [02:50:53.081] [Warn] Failed to place dungeon object: protectoratesmokegen direction: 1 position: (687, 801)
    [02:50:53.081] [Warn] Failed to place dungeon object: protectoratesmokegen direction: 1 position: (717, 801)
    [02:50:53.084] [Warn] Failed to place dungeon object: protectoratefbannertorn1 direction: 1 position: (725, 802)
    [02:50:56.148] [Warn] Failed to place dungeon object: protectoratesmokegen direction: 1 position: (703, 826)
    [02:50:56.151] [Warn] Failed to place dungeon object: protectoratesmokegen direction: 1 position: (703, 827)
    [02:50:56.158] [Warn] Failed to place dungeon object: protectoratesmokegen direction: 1 position: (700, 828)
    [02:51:00.854] [Info] Protected dungeonIds for world set to (0)
    [02:51:01.386] [Info] UniverseServer: Warping player 1 to InstanceWorld:protectorate:6beb5f003aaad6fdd683b9421ded510d:-
    [02:51:36.932] [Info] Chat: <server> Admin privileges taken away from Nelila
    [02:51:47.610] [Info] Chat: <server> Admin privileges now given to player Nelila
    [02:51:56.270] [Info] Chat: Debug display enabled
    [02:53:55.037] [Info] Application: quit requested
    [02:53:55.037] [Info] Application: quitting...
    [02:53:55.037] [Info] Application: shutdown...
    [02:53:55.042] [Info] UniverseClient: Client disconnecting...
    [02:53:55.237] [Info] Client received world stop packet, leaving: Removed
    [02:53:55.274] [Info] UniverseServer: Client 'Nelila' <1> (local) disconnected for reason:
    [02:53:55.277] [Info] UniverseServer: Stopping idle world InstanceWorld:protectorate:6beb5f003aaad6fdd683b9421ded510d:-
    [02:53:57.396] [Info] UniverseServer: Stopping UniverseServer
    [02:53:57.537] [Info] Root: Shutting down Root
    [02:53:58.076] [Info] Application: Destroying SDL Window
    [02:53:58.173] [Info] Application: stopped gracefully
    


    I might not be able to post more info about my system or client without proper guidance because I know only the basics when it comes to computers.
     
    ErebusAmauro likes this.
  15. paillp

    paillp Space Hobo

    @Kulsius So as you said, it is highly unprobable that VCREDIST is in use on my system. Secondly, I do not use NTFS, only journalized EXT file systems. +1 for DLL ;). Yes you can actually use GPU to do the calculations, but the applications are qui scientific or security centric : password testing, really complex mathematical operations, but in my case I only use the GPU as the graphical processor it is. Bumblebee actually makes use of the proprietary nvidia drivers that are available for download of Nvidia's official WEB site. There are opensource drivers such as "nouveau" these are not installed on my system.

    As for the opened files, I did the following :
    Get Starbound's process ID
    # starbound_pid=$(ps -ef | grep './starbound' | awk '{print $2}' | head -n1)
    Find files used by the given process ID and output it to a file for further processing.
    # lsof -p $starbound_pid | grep -Ev '(pipe|\[timerfd\]|\[eventpoll\]|\[eventfd\]|KOBJECT_UEVENT|\/drm mm object|\/memfd:xshmfence) > starbound_running
    Close Starbound's client and server, then :
    List all opened files (system-wide) and sort it by file extentions to get relevant files, re-sort so uneeded eventpolls and other won't appear, and output to another file
    # lsof | grep -E (*.txt|*.log|*.pak|*.so*) | grep -Ev '(pipe|\[timerfd\]|\[eventpoll\]|\[eventfd\]|KOBJECT_UEVENT|\/drm mm object|\/memfd:xshmfence)' > starbound_not_running
    Let's loop around the starbound_running and compare it to starbound_not_running :
    # for used in `cat starbound_running | grep -Ev '(type=STREAM|/dev/urandom|/dev/null)' | awk '{print $9}'` ; do grep $used starbound_not_running 1>/dev/null ; if [ $? -eq 0 ] ; then echo "$used still opened" ; fi ; done
    Which shows me these few files are still in use :

    /home/sugartest/.local/share/Steam/steamapps/common/Starbound/linux still opened
    / still opened
    /usr/lib/libnsl-2.23.so still opened
    /usr/lib/libtxc_dxtn.so still opened
    /usr/lib/libpciaccess.so.0.11.1 still opened
    /usr/lib/libgpg-error.so.0.19.1 still opened
    /usr/lib/libdrm_radeon.so.1.0.1 still opened
    /usr/lib/libdrm_nouveau.so.2.0.0 still opened
    /usr/lib/libdrm_intel.so.1.0.0 still opened
    /usr/lib/libgcrypt.so.20.1.2 still opened
    /usr/lib/xorg/modules/dri/i965_dri.so still opened
    /usr/lib/libresolv-2.23.so still opened
    /usr/lib/libdrm.so.2.4.0 still opened
    /usr/lib/libxcb.so.1.1.0 still opened
    /usr/lib/libglapi.so.0.0.0 still opened
    /usr/lib/libxshmfence.so.1.0.0 still opened
    /usr/lib/libgcc_s.so.1 still opened
    /usr/lib/libstdc++.so.6.0.22 still opened
    /usr/lib/libc-2.23.so still opened
    /usr/lib/libm-2.23.so still opened
    /usr/lib/librt-2.23.so still opened
    /usr/lib/libdl-2.23.so still opened
    /usr/lib/libpthread-2.23.so still opened
    /usr/lib/mesa/libGL.so.1.2.0 still opened
    /usr/lib/ld-2.23.so still opened
    /usr/lib/libudev.so.1.6.5 still opened
    /dev/shm/sugartest-ValveIPCSharedObjects5 still opened
    /home/sugartest/.local/share/Steam/logs/bootstrap_log.txt still opened
    /proc/1686/auxv still opened
    /dev/shm/sugartest-ValveIPCSharedObjects5 still opened
    /dev/dri/renderD128 still opened
    /home/sugartest/.local/share/Steam/logs/configstore_log.txt still opened
    /home/sugartest/.local/share/Steam/logs/content_log.txt still opened
    /home/sugartest/.local/share/Steam/logs/connection_log.txt still opened
    /home/sugartest/.local/share/Steam/logs/workshop_log.txt still opened
    /home/sugartest/.local/share/Steam/logs/cloud_log.txt still opened
    /home/sugartest/.local/share/Steam/logs/parental_log.txt still opened
    /proc/1686/status still opened
    /home/sugartest/.local/share/Steam/logs/remote_connections.txt still opened
    /home/sugartest/.local/share/Steam/logs/stats_log.txt still opened
    /dev/shm/ValveIPCSHM_1000 still opened


    Of course some of these files aren't relevant since they might have been in use by other processes, still I can see a few that are :
    /usr/lib/libpthread-2.23.so
    /usr/lib/mesa/libGL.so.1.2.0
    /usr/lib/libglapi.so.0.0.0
    /dev/shm/sugartest-ValveIPCSharedObjects5

    And now I think it's OpenGL related, I explain myself.
    Yesterday, I went to the strings I could find in Starbound's client the binary looking for error handling of graphical libs / object that would have been left cleartext by the compiler. I found OpenGL version detection handling and there was :

    OpenGL 2.0 not available!
    OpenGL errors this frame
    Unsupported texture format in OpenGL20Renderer::TextureGroup::copyAtlasPixels
    Could not generate texture in OpenGL20Renderer::TextureGroup::createAtlasTexture()
    Could not generate texture in OpenGL20Renderer::createGlTexture
    OpenGL20Renderer::setEffectParameter '%s' parameter type mismatch
    GL_INVALID_FRAMEBUFFER_OPERATION
    Failed to compile vertex shader: %s
    Failed to compile fragment shader: %s
    OpenGL20 effect parameter '%s' has no associated uniform, skipping
    Unrecognized effect parameter type '%s'
    OpenGL errors setting effect config
    OpenGL20 effect parameter '%s' has textureSizeUniform '%s' with no associated uniform
    OpenGL version: '%s' vendor: '%s' renderer: '%s' shader: '%s'
    OpenGL errors during renderer initialization
    {
    "vertexShader" : "
    #version 110
    uniform vec2 textureSize;
    uniform vec2 screenSize;
    uniform mat3 vertexTransform;
    attribute vec2 vertexPosition;
    attribute vec2 vertexTextureCoordinate;
    attribute vec4 vertexColor;
    varying vec2 fragmentTextureCoordinate;
    varying vec4 fragmentColor;
    void main() {
    vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
    gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
    fragmentTextureCoordinate = vertexTextureCoordinate / textureSize;
    fragmentColor = vertexColor;
    }
    ",
    "fragmentShader" : "
    #version 110
    uniform sampler2D texture;
    varying vec2 fragmentTextureCoordinate;
    varying vec4 fragmentColor;
    void main() {
    gl_FragColor = texture2D(texture, fragmentTextureCoordinate) * fragmentColor;
    }
    "
    }


    Now that I see libGL is still in use, I start to think OpenGL detection might fail leaving (as shows the portion of code) the application not being able to handle all frames properly and thus tearing the FPS rate. That might prove right as the libGL requested by Steam API seems to leave some "ValveIPCSharedObjects5" opened.
     
    Last edited: Aug 3, 2016
  16. paillp

    paillp Space Hobo

    @Amfumi This thread isn't high-end system only, we mainly focus on identifying the elements that might cause the FPS drop (what i write might soud gibberish I can understand that). More than that, we are aware that the game's specs doesn't require any kind of GPU whatsoever. Also I agree low PC configurations shouldn't be put in background but eventually, the problem might be solved for both high-end and regular PC configuration if a fix was found for high-end PCs. The issue is more library-related than hardware related I think. Since I have an "high-end" PC, the game should run fine, still I already spent about 10 hours investigating on the potential problem and providing data. I guess high-end users were put in foreground because we tend to rage a bit more when it comes to games not running on our PC (personnally not me eventhough not being able to play Starbound is quite frustrating seeing how long we all waited for 1.0 to come out). I personnaly prefer to search and identify the problem over bitching as the issue might be fixed quicker.

    Your log file comes to confirm that the problem is OpenGL related :
    - You're running OpenGL 2.1 (might not be hadled by the game)
    - OpenGL errors this : GL_INVALID_VALUE : This error shows up in your log and I think that might be linked to an incorrect version detection.
    https://www.opengl.org/discussion_b...niformLocation-always-causes-GL_INVALID_VALUE

    As a further guidance you can provide the following which might be of help :
    - Windows version (7/8/8.1/10 or whatever) plus hardware configuration
    - The CPU AND OR GPU load ingame and outgame
    - Disks I/O usage ingame and outgame
    - Memory usage ingame and outgame
    - Memory usage after exiting the game

    All these informations will be found in Windows Tasks manager, for CPU I/O, go to your taskmgr display settings and "display kernel time" or something like that (performance tab), that won't give you disks I/O but at lease the CPU's.
    For disks I/O go to taskmgr "performance" tab and click resources monitor, you'll see the disk load.
    I'd also like to see if some OpenGL / Steam / Starbound related stuff is left open on Windows platforms, to see open files go to the resources monitor, CPU tab and look for starbound in the "associated handles". comparing the files with ingame opened files and files still opened after leaving would greatly help us.

    I hope you'll be able to provide these data.
     
    Last edited: Aug 3, 2016
  17. Kulsius

    Kulsius Scruffy Nerf-Herder

    So basically HASH decryption (, bitcoin mining) and stuff like 9000015th number of π calculating? Well, I can say, i wasn't expecting to use GPU as CPU anyway because i know how completelly different thing it is by design.

    Well, that's almost exactly what I had in mind. (I just thought of also doing reference point list before starbound to filter out all system and other app files, but that works pretty well too, especially when you know your files).

    I know it might be used for some other app, but what it's for when you have nVidia? (as I recall, Radeon is Ati/AMD line. Just curious.)

    How did this happen? :D Whole thing looks interesting. Gets me thinking if we can set any launch parameters for Starbound to get info on how DirectX or OpenGL feel.

    Considering all info, I vouch for that too. Makes me wonder now if Starbound use OpenGL or Dx by default and if there is any way to force one or another. It was possible before by launcher, but we kind of lost it on 1.0. If it's only OpenGL problem, I'm pretty sure DirectX should work just fine. (If it worked on Linux in the first place. I know there are programs like Wine and it isn't hard to just create VM emulating machine to run Windows inside (like Oracle VM) with all support for Directx and OpenGL, but it might be tedious work with whole Steam thing only to see that it's not changing anything).
    If OpenGL have such problem, i need to think of way to get at least some info myself. Maybe it also happens for me and I just didn't notice it. If it does, we can look further looking if Dx works any better (or works at all).
    I have old machine with no HDD (~30% sectors throw surface error), but I think I could boot it up from Live CD or USB (yup, i know, speed isn't going to be great on any of these options) if I can find where I put it. (If Linux Mint (thinking of it, it's only distro of Linux, so it should be?) is enough for stuff like this, I can do it as soon as I get back from work).
    I'm going to look for a way to get at least some log on OpenGL work in starbound (there should be reliable way somewhere to get some info). I will look for some wrapper (i know i had one somewhere) to force some parameters on starbound to see if I can dig anything up.

    Keep up the good work :D
     
  18. Kulsius

    Kulsius Scruffy Nerf-Herder

    Usually I see that high-end PCs just tend to look more problematic if they have any problem running something not that demanding, while low-end is pretty much not surprising anyone that it lags or gets 10fps in Fallout4 or something. And if this problem is fixed and high-end users get noticeable performance boost, I'm confident that low-end users also will notice some boost in fps. Some might be able to play this game again as it can be only restriction for them now.

    I think you even enjoy it in some way :D Maybe even more than actually playing Starbound? :D

    Aren't OpenGL versions backwards-compatible? o_O I mean, 2.1 is aware of 1.0 version calls and able to deal with it, isn't it?

    Everything (I personally think with more detail) can be seen in Resource Monitor in more convenient way (I might be just used to have it open 24/7 tho).


    Image PID Type Handle Name
    starbound.exe 4540 ALPC Port \RPC Control\OLEC31C4724A3798FDE1D0530D94C7A
    starbound.exe 4540 Desktop \Default
    starbound.exe 4540 Directory \Sessions\1\BaseNamedObjects
    starbound.exe 4540 Directory \KnownDlls
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\DwmDxBltEvent_41109c
    starbound.exe 4540 Event \BaseNamedObjects\TermSrvReadyEvent
    starbound.exe 4540 Event \KernelObjects\MaximumCommitCondition
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_GameExitingEvent_4540-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_SerializedWorkQueued_4540-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_VGUIPaintingCompleted_4540-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_InGameRenderingCompleted_4540-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlayRender_PaintCmdStream_4540_avail-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlayRender_PaintCmdStream_4540_written-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_ScreenshotStream_4540_avail-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_ScreenshotStream_4540_written-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_InputEventStream_4540_avail-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\GameOverlay_InputEventStream_4540_written-IPCWrapper
    starbound.exe 4540 Event \Sessions\1\BaseNamedObjects\SteamOverlayRunning_211820-IPCWrapper
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\storage\player
    starbound.exe 4540 File \Device\KsecDD
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\729467376\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\732721392\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\732371478\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\729791646\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\729427900\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\assets\packed.pak
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\729524482\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\storage\player
    starbound.exe 4540 File C:\Windows\System32
    starbound.exe 4540 File C:\Users\Kulsius\AppData\Roaming\NVIDIA\GLCache\cecf9b24462568f6d2e54658b512d171\dfcbc839b528d71b\ae58bba3b31890f6.bin
    starbound.exe 4540 File C:\Users\Kulsius\AppData\Roaming\NVIDIA\GLCache\cecf9b24462568f6d2e54658b512d171\dfcbc839b528d71b\ae58bba3b31890f6.toc
    starbound.exe 4540 File \Device\MMCSS
    starbound.exe 4540 File \Device\NamedPipe\
    starbound.exe 4540 File C:\Windows\System32\en-US\MMDevAPI.dll.mui
    starbound.exe 4540 File C:\Windows\System32\en-US\dinput8.dll.mui
    starbound.exe 4540 File \Device\DeviceApi
    starbound.exe 4540 File C:\Windows\Registration\R00000000000d.clb
    starbound.exe 4540 File D:\CSteam\steamapps\workshop\content\211820\729726478\contents.pak
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\win64\starbound.pdb
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\win64
    starbound.exe 4540 File D:\CSteam\GameOverlayRenderer.log
    starbound.exe 4540 File \Device\CNG
    starbound.exe 4540 File \Device\DeviceApi
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\win64
    starbound.exe 4540 File D:\CSteam\steamapps\common\Starbound\storage\starbound.log
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001_CLASSES
    starbound.exe 4540 Key \REGISTRY\MACHINE\SOFTWARE\MICROSOFT\Windows\CurrentVersion\Explorer\FolderDescriptions\{F38BF404-1D43-42F2-9305-67DE0B28FC23}\PropertyBag
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001\SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\DirectInput\VID_04D9&PID_A09F\Calibration\3
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\DirectInput\VID_04D9&PID_A09F\Calibration\2
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\DirectInput\VID_04D9&PID_A09F\Calibration\1
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\DirectInput\VID_04D9&PID_A09F\Calibration\0
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001_CLASSES
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001_CLASSES
    starbound.exe 4540 Key \REGISTRY\MACHINE\SYSTEM\ControlSet001\Services\WinSock2\Parameters\NameSpace_Catalog5
    starbound.exe 4540 Key \REGISTRY\MACHINE\SYSTEM\ControlSet001\Services\WinSock2\Parameters\Protocol_Catalog9
    starbound.exe 4540 Key \REGISTRY\USER\S-1-5-21-468493476-3230373400-3602226510-1001
    starbound.exe 4540 Key \REGISTRY\MACHINE
    starbound.exe 4540 Key \REGISTRY\MACHINE\SYSTEM\ControlSet001\Control\Nls\Sorting\Ids
    starbound.exe 4540 Key \REGISTRY\MACHINE\SYSTEM\ControlSet001\Control\Nls\Sorting\Versions
    starbound.exe 4540 Key \REGISTRY\MACHINE\SYSTEM\ControlSet001\Control\SESSION MANAGER
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\MSCTF.Asm.MutexDefault1S-1-5-21-468493476-3230373400-3602226510-1001
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\__DDrawExclMode__
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\__DDrawCheckExclMode__
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\SessionImmersiveColorMutex
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\DirectInput.{5944E682-C92E-11CF-BFC7-444553540000}
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\DirectInput.{89521361-AA8A-11CF-BFC7-444553540000}
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\SteamGameStream_4540_mutex-IPCWrapper
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\GameOverlayRender_PaintCmdStream_4540_mutex-IPCWrapper
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\GameOverlay_ScreenshotStream_4540_mutex-IPCWrapper
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\GameOverlay_InputEventStream_4540_mutex-IPCWrapper
    starbound.exe 4540 Mutant \Sessions\1\BaseNamedObjects\SteamXInput_mutex-IPCWrapper
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\1DefaultTIPSharedMemory
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\windows_shell_global_counters
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\SessionImmersiveColorPreference
    starbound.exe 4540 Section \Windows\Theme135130396
    starbound.exe 4540 Section \Sessions\1\Windows\Theme804325604
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\DirectInput.{5944E681-C92E-11CF-BFC7-444553540000}
    starbound.exe 4540 Section \BaseNamedObjects\__ComCatalogCache__
    starbound.exe 4540 Section \BaseNamedObjects\__ComCatalogCache__
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\1DefaultTIPSharedMemory
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\SteamGameStream_4540_mem-IPCWrapper
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\GameOverlayRender_PaintCmdStream_4540_mem-IPCWrapper
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\GameOverlay_ScreenshotStream_4540_mem-IPCWrapper
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\GameOverlay_InputEventStream_4540_mem-IPCWrapper
    starbound.exe 4540 Section \Sessions\1\BaseNamedObjects\SteamXInput_mem-IPCWrapper
    starbound.exe 4540 WindowStation \Sessions\1\Windows\WindowStations\WinSta0
    starbound.exe 4540 WindowStation \Sessions\1\Windows\WindowStations\WinSta0


    Image PID Module Name Version Full Path
    starbound.exe 4540 tiptsf.dll 10.0.10586.494 C:\Program Files\Common Files\microsoft shared\ink\tiptsf.dll
    starbound.exe 4540 detoured.dll C:\Program Files\NVIDIA Corporation\CoProcManager\_etoured.dll
    starbound.exe 4540 nvd3d9wrapx.dll 10.18.13.6869 C:\Program Files\NVIDIA Corporation\CoProcManager\nvd3d9wrapx.dll
    starbound.exe 4540 nvdxgiwrapx.dll 10.18.13.6869 C:\Program Files\NVIDIA Corporation\CoProcManager\nvdxgiwrapx.dll
    starbound.exe 4540 ADVAPI32.dll 10.0.10586.63 C:\WINDOWS\system32\ADVAPI32.dll
    starbound.exe 4540 AUDIOSES.DLL 10.0.10586.122 C:\WINDOWS\SYSTEM32\AUDIOSES.DLL
    starbound.exe 4540 avrt.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\avrt.dll
    starbound.exe 4540 bcrypt.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\bcrypt.dll
    starbound.exe 4540 bcryptPrimitives.dll 10.0.10586.420 C:\WINDOWS\system32\bcryptPrimitives.dll
    starbound.exe 4540 cfgmgr32.dll 10.0.10586.0 C:\WINDOWS\system32\cfgmgr32.dll
    starbound.exe 4540 clbcatq.dll 2001.12.10941.16384 C:\WINDOWS\system32\clbcatq.dll
    starbound.exe 4540 combase.dll 10.0.10586.103 C:\WINDOWS\system32\combase.dll
    starbound.exe 4540 CRYPT32.dll 10.0.10586.494 C:\WINDOWS\system32\CRYPT32.dll
    starbound.exe 4540 CRYPTBASE.DLL 10.0.10586.0 C:\WINDOWS\SYSTEM32\CRYPTBASE.DLL
    starbound.exe 4540 d3d11.dll 10.0.10586.494 C:\WINDOWS\system32\d3d11.dll
    starbound.exe 4540 dbghelp.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\dbghelp.dll
    starbound.exe 4540 DCIMAN32.dll 10.0.10586.3 C:\WINDOWS\SYSTEM32\DCIMAN32.dll
    starbound.exe 4540 DDRAW.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\DDRAW.dll
    starbound.exe 4540 DEVOBJ.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\DEVOBJ.dll
    starbound.exe 4540 dinput8.dll 10.0.10586.0 C:\Windows\System32\dinput8.dll
    starbound.exe 4540 dwmapi.dll 10.0.10586.0 C:\WINDOWS\system32\dwmapi.dll
    starbound.exe 4540 dxgi.dll 10.0.10586.494 C:\WINDOWS\system32\dxgi.dll
    starbound.exe 4540 GDI32.dll 10.0.10586.420 C:\WINDOWS\system32\GDI32.dll
    starbound.exe 4540 GLU32.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\GLU32.dll
    starbound.exe 4540 HID.DLL 10.0.10586.0 C:\WINDOWS\SYSTEM32\HID.DLL
    starbound.exe 4540 imagehlp.dll 10.0.10586.0 C:\WINDOWS\system32\imagehlp.dll
    starbound.exe 4540 IMM32.dll 10.0.10586.0 C:\WINDOWS\system32\IMM32.dll
    starbound.exe 4540 IPHLPAPI.DLL 10.0.10586.0 C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL
    starbound.exe 4540 kernel.appcore.dll 10.0.10586.0 C:\WINDOWS\system32\kernel.appcore.dll
    starbound.exe 4540 KERNEL32.DLL 10.0.10586.0 C:\WINDOWS\system32\KERNEL32.DLL
    starbound.exe 4540 KERNELBASE.dll 10.0.10586.494 C:\WINDOWS\system32\KERNELBASE.dll
    starbound.exe 4540 MMDevApi.dll 10.0.10586.0 C:\WINDOWS\System32\MMDevApi.dll
    starbound.exe 4540 MSASN1.dll 10.0.10586.0 C:\WINDOWS\system32\MSASN1.dll
    starbound.exe 4540 MSCTF.dll 10.0.10586.71 C:\WINDOWS\system32\MSCTF.dll
    starbound.exe 4540 MSVCP140.dll 14.0.24210.0 C:\WINDOWS\SYSTEM32\MSVCP140.dll
    starbound.exe 4540 msvcrt.dll 7.0.10586.0 C:\WINDOWS\system32\msvcrt.dll
    starbound.exe 4540 ntdll.dll 10.0.10586.306 C:\WINDOWS\SYSTEM32\ntdll.dll
    starbound.exe 4540 ntmarta.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\ntmarta.dll
    starbound.exe 4540 nvapi64.dll 10.18.13.6869 C:\WINDOWS\system32\nvapi64.dll
    starbound.exe 4540 nvinitx.dll 10.18.13.6869 C:\WINDOWS\system32\nvinitx.dll
    starbound.exe 4540 nvoglv64.DLL 10.18.13.6869 C:\WINDOWS\SYSTEM32\nvoglv64.DLL
    starbound.exe 4540 nvspcap64.dll 2.11.4.0 C:\WINDOWS\system32\nvspcap64.dll
    starbound.exe 4540 nvumdshimx.dll 10.18.13.6869 C:\WINDOWS\SYSTEM32\nvumdshimx.dll
    starbound.exe 4540 nvwgf2umx.dll 10.18.13.6869 C:\WINDOWS\system32\nvwgf2umx.dll
    starbound.exe 4540 ole32.dll 10.0.10586.494 C:\WINDOWS\system32\ole32.dll
    starbound.exe 4540 OLEACC.dll 7.2.10586.212 C:\Windows\System32\OLEACC.dll
    starbound.exe 4540 OLEAUT32.dll 10.0.10586.0 C:\WINDOWS\system32\OLEAUT32.dll
    starbound.exe 4540 OPENGL32.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\OPENGL32.dll
    starbound.exe 4540 powrprof.dll 10.0.10586.0 C:\WINDOWS\system32\powrprof.dll
    starbound.exe 4540 profapi.dll 10.0.10586.0 C:\WINDOWS\system32\profapi.dll
    starbound.exe 4540 PROPSYS.dll 7.0.10586.494 C:\WINDOWS\System32\PROPSYS.dll
    starbound.exe 4540 PSAPI.DLL 10.0.10586.0 C:\WINDOWS\system32\PSAPI.DLL
    starbound.exe 4540 RPCRT4.dll 10.0.10586.306 C:\WINDOWS\system32\RPCRT4.dll
    starbound.exe 4540 sechost.dll 10.0.10586.0 C:\WINDOWS\system32\sechost.dll
    starbound.exe 4540 Secur32.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\Secur32.dll
    starbound.exe 4540 SETUPAPI.dll 10.0.10586.420 C:\WINDOWS\system32\SETUPAPI.dll
    starbound.exe 4540 shcore.dll 10.0.10586.494 C:\WINDOWS\system32\shcore.dll
    starbound.exe 4540 SHELL32.dll 10.0.10586.494 C:\WINDOWS\system32\SHELL32.dll
    starbound.exe 4540 shlwapi.dll 10.0.10586.0 C:\WINDOWS\system32\shlwapi.dll
    starbound.exe 4540 SSPICLI.DLL 10.0.10586.0 C:\WINDOWS\SYSTEM32\SSPICLI.DLL
    starbound.exe 4540 sxs.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\sxs.dll
    starbound.exe 4540 twinapi.appcore.dll 10.0.10586.494 C:\WINDOWS\SYSTEM32\twinapi.appcore.dll
    starbound.exe 4540 twinapi.dll 10.0.10586.494 C:\WINDOWS\SYSTEM32\twinapi.dll
    starbound.exe 4540 ucrtbase.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\ucrtbase.dll
    starbound.exe 4540 uiautomationcore.dll 7.2.10586.212 C:\Windows\System32\uiautomationcore.dll
    starbound.exe 4540 USER32.dll 10.0.10586.306 C:\WINDOWS\system32\USER32.dll
    starbound.exe 4540 USERENV.dll 10.0.10586.0 C:\Windows\System32\USERENV.dll
    starbound.exe 4540 uxtheme.dll 10.0.10586.0 C:\WINDOWS\system32\uxtheme.dll
    starbound.exe 4540 VCRUNTIME140.dll 14.0.24210.0 C:\WINDOWS\SYSTEM32\VCRUNTIME140.dll
    starbound.exe 4540 VERSION.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\VERSION.dll
    starbound.exe 4540 windows.storage.dll 10.0.10586.494 C:\WINDOWS\system32\windows.storage.dll
    starbound.exe 4540 WINHTTP.dll 10.0.10586.420 C:\WINDOWS\SYSTEM32\WINHTTP.dll
    starbound.exe 4540 WINMM.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\WINMM.dll
    starbound.exe 4540 WINMMBASE.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\WINMMBASE.dll
    starbound.exe 4540 WINSTA.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\WINSTA.dll
    starbound.exe 4540 WINTRUST.dll 10.0.10586.0 C:\WINDOWS\system32\WINTRUST.dll
    starbound.exe 4540 wintypes.dll 10.0.10586.103 C:\WINDOWS\SYSTEM32\wintypes.dll
    starbound.exe 4540 WS2_32.dll 10.0.10586.420 C:\WINDOWS\system32\WS2_32.dll
    starbound.exe 4540 WTSAPI32.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\WTSAPI32.dll
    starbound.exe 4540 XAudio2_7.dll 9.29.1962.0 C:\WINDOWS\system32\XAudio2_7.dll
    starbound.exe 4540 XInput1_4.dll 10.0.10586.0 C:\WINDOWS\SYSTEM32\XInput1_4.dll
    starbound.exe 4540 gameoverlayrenderer64.dll 3.55.53.20 D:\CSteam\gameoverlayrenderer64.dll
    starbound.exe 4540 glew32.dll 1.12.0.0 D:\CSteam\steamapps\common\Starbound\win64\glew32.dll
    starbound.exe 4540 SDL2.dll 2.0.4.0 D:\CSteam\steamapps\common\Starbound\win64\SDL2.dll
    starbound.exe 4540 starbound.exe 0.9.0.0 D:\CSteam\steamapps\common\Starbound\win64\starbound.exe
    starbound.exe 4540 steam_api64.dll 3.27.76.74 D:\CSteam\steamapps\common\Starbound\win64\steam_api64.dll
    starbound.exe 4540 zlib1.dll 1.2.8.0 D:\CSteam\steamapps\common\Starbound\win64\zlib1.dll
    starbound.exe 4540 steamclient64.dll 3.55.53.20 D:\CSteam\steamclient64.dll
    starbound.exe 4540 tier0_s64.dll 3.55.53.20 D:\CSteam\tier0_s64.dll
    starbound.exe 4540 vstdlib_s64.dll 3.55.53.20 D:\CSteam\vstdlib_s64.dll

    Would give you list of all open dll on system after starbound close, but it's very long list and not sure if i paste that much in here (pastebin have limit of 512Kb, so not fitting there too. Can put into txt and attach if you like to dig in that. Mind you, in work i run more than just steam and firefox, so list is inflated a bit by side apps). Anyway, minute or a bit more after close, starbound.exe stay in "terminated" state and then simply vanish from being open and doesn't seem like leving any trace of being there. Yet, CPU 100% usage lingers for 2~3 minutes after that.
     
  19. Kulsius

    Kulsius Scruffy Nerf-Herder

    Killing off whole universe by just walking nearby- that's pretty strong skills. :D
    As for Intel HD graphics, it's integrated video card, which is actually just your CPU doing all the work.
    Usually demanding games (and some apps) use external graphics by default and in most cases, can be forced to do so pretty easy.
    Lag is happening for more than 50% for sure players right now, i guess. So just be patient while things move forward. :D
     
  20. Kulsius

    Kulsius Scruffy Nerf-Herder

    It's probably related to some special effects used in game in certain places (for example, some sort of AntiAlliasing and transparency or "negative LoD" being not correctly utilised by engine.)
    all in all, if it's OpenGL problem, then it would make sense that lower graphic load reduce slowdowns.
     

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