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[FIXED B923] Scenario Pulsing UPDATED
Posted: Sun Mar 19, 2017 7:18 pm
by peterc100248
I haven't run a lot of scenarios, but it now appears there is a significant "stutter" on the 4 or 5 I have tested. In other words, aircraft used to move smoothly on my system. Now they jump, or pause, if you will, before moving. I'm seeing this on every scenario when the time sequence is on 5 seconds or more.
This is latest update and DB. I've been running small to medium size scenarios. I'll see if it is scenario size dependent and where the threshold is, if there is one, and post that.
UPDATE - I stand corrected. The program game clock is running almost half speed. In 1 second mode I measured 1 minute of real time with a stopwatch and got about 30 seconds of game time. It's definitely not scenario size related. It is doing this with only two units to account for in fast mode.
I'll be right back with a scenario.
RE: Scenario Pulsing
Posted: Sun Mar 19, 2017 7:42 pm
by ultradave
Check if you are using pulse mode or not. On pulse mode (normal) you will see the units jump from place to place. On fast mode the movement is more fluid. You can set it either way depending on personal preference and whether it's affecting performance. The setting may have gotten switched from what you had before. Menu bar, about in the middle.
RE: Scenario Pulsing UPDATED
Posted: Sun Mar 19, 2017 7:54 pm
by peterc100248
ORIGINAL: peterc100248
I haven't run a lot of scenarios, but it now appears there is a significant "stutter" on the 4 or 5 I have tested. In other words, aircraft used to move smoothly on my system. Now they jump, or pause, if you will, before moving. I'm seeing this on every scenario when the time sequence is on 5 seconds or more.
This is latest update and DB. I've been running small to medium size scenarios. I'll see if it is scenario size dependent and where the threshold is, if there is one, and post that.
UPDATE - I stand corrected. The program game clock is running almost half speed. In 1 second mode I measured 1 minute of real time with a stopwatch and got about 30 seconds of game time.
I'll be right back with a scenario.
Sorry to quote myself, but my testing is on-going.
I am in fast mode and I checked the clock in the test scenario I created for the AGS gun problem
on this page. It has only 2 units, a ship and a radar. The clock is working right, everything is fluid - in that scenario. Now I'm back to square one. I'll have to run some more tests on various scenarios. It may take a bit to generate a test scenario with more than two units that does exhibit the stutter without having complex operations on-going. I'll get you a scenario to demonstrate what I'm seeing.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 1:32 pm
by peterc100248
I cannot isolate the problem to anything specific. Any scenario with more than 10 units involved causes the game clock to slow down by 50% or more. I cannot say that every one with 10 units or more will do this, but every one I have tried has. This is easy to see in non-pulse / fast mode and running real time (1 sec).
It will be easy to see. Just load any updated scenario and run it.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 2:12 pm
by cns180784
I'm getting the same too. I havent played the game in about a month and before SR7 it was running fine without stutter. What i've just discovered is that reloading a save that i was last playing a month ago before the latest update still runs as it did before without stutter but any new scenario i start now produces the stutter. So what i'm getting for example is take the black cursor box. I'll move it around and it will be fluid but then at times it will freeze for about a second and will often do it when i change direction in which way i'm moving my mouse.
I noticed when loading my save from the scenario i was playing before SR7 that the new UI for game options doesnt appear, and this only appears for when i start a new scenario so it seems as its a save that was started during the previous version (SR6) that the new update hasnt affected this save at all and its only for starting new scenarios. I should also mention i'm running the game in fast mode and not pulsed.
I'll monitor and see how it goes especially for larger scenarios...but this must be an issue i'm having with SR7.
EDIT: Just found out as the scenario in this save (Green Tide) is a standalone that comes with the game, it runs smoothly, as i've just reported on with my latest post below.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 2:25 pm
by Lowlaner2012
I think you guys are correct, I am playing Operation Folgore updated to the latest database and I am having some weird real-time discrepancy issues...
I did a test with a stopwatch and for 60sec in the real world only 40sec had passed in game, I have the game in pulse/fast mode and I'm pretty sure when I played this scenario before there was no time issue..
All you have to do is play a minute of game time with a stop watch and you should see the discrepancy...
I have attached a save game..
Thanks for looking
EDIT turning off high fidelity mode makes the game clock work ok, obviously my poor old decrepit PC cant handle it in that mode anymore...I'm sure it could before the latest service release..
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 2:59 pm
by Excroat3
Getting similar issues here, more specifically, when I click to view aircraft on a ship/airfield, the game will stutter for a second or 2 before opening the window, and the same issue occurs when clicking to expand the list of aircraft in that ship/airfield. I have done nothing to my computer or to the game except let steam install the new updates when they come out.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 3:11 pm
by cns180784
This issue only seems to be with community scenarios as the standalone scenarios i've tried seem to run smoothly as they did before. Maybe you guys should try this too and see if you get the same.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 3:13 pm
by Excroat3
ORIGINAL: cns180784
This issue only seems to be with community scenarios as the standalone scenarios i've tried seem to run smoothly as they did before. Maybe you guys should try this too and see if you get the same.
I first found the issue on the Korean scenario on Command: Live!, so if that counts as an official scenario, then maybe the problem, at least on my side, extends to all scenarios.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 3:16 pm
by cns180784
ORIGINAL: Excroat3
ORIGINAL: cns180784
This issue only seems to be with community scenarios as the standalone scenarios i've tried seem to run smoothly as they did before. Maybe you guys should try this too and see if you get the same.
I first found the issue on the Korean scenario on Command: Live!, so if that counts as an official scenario, then maybe the problem, at least on my side, extends to all scenarios.
Well the Command Live scenarios arent part of the original Standalone scenarios but still wouldnt make sense as those Live scenarios are made by the developers like the standalones...i think?
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 3:18 pm
by Lowlaner2012
Excroat I am having the same stutter when selecting units and viewing the database even if there is no image to load up, I'm pretty sure there was no stutter before, I thought I was going mad or remembering wrong but now you've mentioned it, I can confirm it..oh and I'm playing Operation Folgore (user made) updated to the latest database...
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 3:47 pm
by Excroat3
ORIGINAL: highlandcharge
Excroat I am having the same stutter when selecting units and viewing the database even if there is no image to load up, I'm pretty sure there was no stutter before, I thought I was going mad or remembering wrong but now you've mentioned it, I can confirm it..oh and I'm playing Operation Folgore (user made) updated to the latest database...
Yeah, there was absolutely no stutter before. Must be something in the hotfix, because I don think I was getting these issues after SR7 itself released
cns180784,
I think Gunner98 was contracted to make at least some of the Command: Live! scenarios, he is the creator of the Northern Fury scenarios, and not an employee.
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 7:29 pm
by mikmykWS
Thanks guys have let the devs know.
Mike
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 7:31 pm
by mikmykWS
Guys are you all on steam or matrix edition?
Thanks!
Mike
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 8:05 pm
by Lowlaner2012
I am on the Matrix edition Mike..
Cheers
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 8:26 pm
by mikmykWS
Ok so it likely not the steam library issue again. Will let the team know.
Thanks!
Mike
RE: Scenario Pulsing UPDATED
Posted: Mon Mar 20, 2017 8:48 pm
by cns180784
I'm on Steam.
RE: Scenario Pulsing UPDATED
Posted: Tue Mar 21, 2017 12:06 am
by AndrewJ
I'm seeing this in the Matrix version also. A distinct run-pause-run-pause-run-pause cycle when operating in no-pulse mode.
RE: Scenario Pulsing UPDATED
Posted: Tue Mar 21, 2017 11:05 am
by peterc100248
Late....I'm on Matrix also.
RE: Scenario Pulsing UPDATED
Posted: Tue Mar 21, 2017 12:48 pm
by Excroat3
I'm using the steam version. Looks like cns and I are getting lag on the database and aircraft pages, and the people who use Matrix are getting lag while trying to run the scenario?