Crash during playtesting - skytexture load?

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Expand view Topic review: Crash during playtesting - skytexture load?

Re: Crash during playtesting - skytexture load?

by Graf Zahl » Sun Oct 01, 2023 12:22 am

Yeah, bad reflecting plane setup really can bring down the engine. I've seen extreme slowdowns with maps where there was one reflective ceiling and two reflective floors with different height in the same area.

Re: Crash during playtesting - skytexture load?

by Professor Hastig » Thu Sep 28, 2023 11:29 pm

Keep in mind that each reflective step creates a portal, and rendering those is not cheap.
Looking at the map, your problem is not the steps but the reflective ceiling in one sector. This will end up in portal recursion and with 5 or 10 reflective steps can quickly create an avalanche of portals. You have to be extremely careful when using reflective planes on both floor and ceiling in the same area.

Re: Crash during playtesting - skytexture load?

by camaxide » Thu Sep 28, 2023 2:52 pm

I think it's a bit weird that 5-6 steps of floor with reflective surface causes a drop to 90 fps .. and 10 steps cause a crash - is there something in gzdoom that causes small sectors close to eachothers with reflective floor / ceiling to cause a mayham?
or is it perhaps something that happens when a floor and a ceiling close to each others with a reflective ceiling and a reflective floor meets - that causes issues?
anyway.. for my situation I was never meant to have the steps reflective... so that is an easy fix - but - might be worth looking into why such a simple situation caused such an extreme load on the hardware..?

Re: Crash during playtesting - skytexture load?

by camaxide » Thu Sep 28, 2023 2:49 pm

Hi sorry, no need to look at those... I figured out the issue... I had by mistake made each of the steps reflective...
The vent before and after is reflective - but when each step also is that crashes things..

Re: Crash during playtesting - skytexture load?

by Rachael » Thu Sep 28, 2023 2:36 pm

The files in Discord will help, thanks.

Re: Crash during playtesting - skytexture load?

by camaxide » Thu Sep 28, 2023 2:35 pm

Crash log is also now found in the same link

Re: Crash during playtesting - skytexture load?

by camaxide » Thu Sep 28, 2023 2:20 pm

https://norconsult365-my.sharepoint.com ... A?e=a58sni

files here - MAP01 - crash4 will crash
MAP01 - crash5 will not crash - but looking towards the ladder will lower FPS a lot at least if on high res

Re: Crash during playtesting - skytexture load?

by camaxide » Thu Sep 28, 2023 2:10 pm

edit: it has nothing to do with the new sky.. it seem to be caused by a series of 10 sectors in a row being 1 unit apart- they make a ladder.. and it seem this triggers the crash - I tried remaking the ladder in an empty map - and only these 10 sectors alone crash the game

I just posted the map files in discord under technical-issues-no-threads - is that ok? or should I upload somewhere and link also?

Re: Crash during playtesting - skytexture load?

by Rachael » Thu Sep 28, 2023 1:32 pm

Can you post a full CrashLog.zip, and also the map in question causing the crash?

Crash during playtesting - skytexture load?

by camaxide » Thu Sep 28, 2023 1:20 pm

So I just did some playtesting on levels I've played many times before - close to the end of one map it just suddenly crashed with Code: C0000005 (Access Violation - tried to write address 0000023E97898000) Adress: 00007FF6BB9E1DEF
The only thing new on the map would be the skytexture.. and it should have loaded about the time it crashed so I have a hunch it's related to that.. but not sure why it would crash.

https://pastebin.com/JPkymEXL

This is the full report

Any means of figuring out what went wrong?

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