Lag spikes when jumping near Dynamic Trees
Verquinox opened this issue · 10 comments
Mod Version:
DynamicSurroundings-1.16.4-4.0.4.1
Forge Version:
1.16.5-forge-36.1.0
Link to client log:
Link to crash log:
No crash.
Description:
When using Dynamic Trees in conjunction with Dynamic Surroundings, jumping near the trees causes the sound processor to lag. The issue is made worse by wearing armor, since it triggers more sound events.
- Did you just add the mod to a pack? This was discovered in a pack, but still occurs with only Dynamic Trees, Dynamic Surroundings, and OptiFine.
I have the same issue running Manjaro with kernel version 5.12.1-2 on an XPS 9700 laptop with NVIDIA GeForce RTX™ 2060 6GB GDDR6.
I have the same issue here... Dynamic trees seems to be causing issues (Too many surfaces to render?) and thereby making the system overwhelmed. Although it does fix it to remove spatial rendering it comes at a large cost, I did find that it made the spike more managable to disable armor sound
Hope this helps you :)
I'm getting the same issue and in my latest log it's spammed with the SoundControl/SoundFXProcessor lagging behind which may be a memory leak as I like to think about it...
'Cause when I was in a fight with some mobs in a roofed forest biome that I've almost got my teeth kicked in cause of the lag spikes with both Dynamic Trees and Dynamic Surroundings installed. (was going hambone sprinting at the mobs which may have been a pretty bad idea cause of the lag spikes I was getting...)
I had to uninstall Dynamic Surroundings cause of the lag spikes and the potential memory leak it might have caused... (I'm not 100% sure if the mod is causing a memory leak but what explains about the constant log spamming it was causing for my entire gaming session then???)
The log spam lasted for 5 or so hours long, from the start of my gaming session to the end of my gaming session.....
The lag message is letting me know that the sound effect processor is getting behind. DS sound FX processing does not occur on the main client thread. By default this works out to be 2 threads in the pool. Try setting it to a higher number in the sndctrl-client.toml file (Background Thread Workers or something like that). By default it is 0 meaning that it would use the internal default of 2.
What are the symptoms of the lag spikes? I see trace related to sound processor lagging behind, but that is more for me the dev than anything to worry about.
My apologies for taking so long to respond. Here are a couple of videos showcasing the issue.
This video showcases the lag spikes in-game:
https://cdn.discordapp.com/attachments/747504075515494510/835377582107131994/2021-04-23_01-09-46_Trim.mp4
This is right after removing Dynamic Surroundings:
https://cdn.discordapp.com/attachments/747504075515494510/835377657012551690/2021-04-23_01-14-49_Trim.mp4
These videos are taken with the modpack, but it looks exactly the same without the whole pack. My hunch as to what is causing it is the complex geometry of the trees causing the thing that makes it echo to get confused. (but I'm definitely no expert)
I hope this helps!
Try turning off enhanced sound processing in the sound control config. That would disable all the spatial calculations that are performed.
I just tried it and it does seem to fix the problem, thank you! This will help a lot in the meantime, though hopefully there is a way to fix it to make it work with the enhanced sound processing.