Make your SoR run faster and more reliable. An analasys and some tips.
Posted: Wed Jan 05, 2005 4:43 pm
Hello all,
This topic is meant for tweaking your system in such a way Ryzom will run best. And that means Ryzom only! What I am looking for is loads of little tip, small improvements possible on every system setup that runs windows. So no partsreplacements, upgrading or whatever. A tip doesnt't really need to be a quick win, but it has to be one that won't cost me or any other homin more dappers on their system.
Also some tips can be very usefull for gaining some game stability, please let us know if you have one.
Also, tips that improve stability are welcome as well as reports on tips that have been tried. Please dont start discussing the weather here, open a new topic. I really would like to see a bit of dense information here.
Now I know it is opportune to say I have a standard system and we *could* use it as a reference point. Let's just say it helps me think. Also I mentioned the common background applications that might be active while playing Ryzom. This setup makes Ryzom *very* stable, last crash was about two weeks ago in a special spot that I refer to as "The trainers of Death". For all tips, we will assume also that sound is on. Now, my reference system is:
- Win XP sp2
- AMD Athon 2400+
- two seperate 512Mb DDR 2700 modules
- Maxtor 80Gb, 7200rpm, 8Mb disk as boot disk that holds my documents, mps3's and all applications and drivers. about 70% filled
- Maxtor 120Gb 7200rpm, 8Mb disk as seconday master that is solely for Ryzom. about 8% filled.
- Asus V9570TD, Gforce 5700, 256Mb
- Soundblaster Live! 5.1
- AGV free virusscanner (http://www.grisoft.com)
- iTunes most recent version
- msn 6.2
- Teamspeak2
- Using the WinXP build-in firewall
- in a startup state, about 170Mb memory is used.
Analyzing the resource hogger that Ryzom is:
For some reason Ryzom really eats resources, mostly on the side of system memory. The main reason for this seems to be all the graphical things that are in view for you. Think about mountains, clouds, buildings, mobs, vegetation, NPC, other chars, spells and their effects. Also for quite some of these things in view a sound is needed. Mobs go moo or graah or somthing in between, spells make a sound, digging does naghnagh (or splorx). Using EAX uses up quite some memory too. Now remember that your sound or videocard doesn't control *what* is displayed or heard, but it determines the quality, so it determines the *how* beautifull and *how* many fps. Translucent water won't cause lot of CPU load, but will cause a heavier load on the graphics card. Please remember that difference between displaying an object and displaying the sheer quality of that object.
The beautifull world and all the things you can see or hear all eat up memory. The highest peak in memory useage I have seen was before patch2, and came to about 750Mb for Ryzom alone. Now after patch 2 and some tweaking by me, usage is about 450-490Mb depending on settings and the situation / location I am in.
I am getting the feeling that Ryzom is programmed in such a way that, depending on how far you hypthetically *can* see, region information is loaded. So in wide open spaces, more region is buffered (you might turn around suddenly). And while in the forests or something, the view is blocked a lot, so less region has to be buffered.
I suspect sound behaves sort of the same. The more *possible* soundsources are around, the memory is taken by Ryzom.
In Ryzom, quite a few settings can be made with regard to the amount of buffering and where the buffering is taking place. We will get to that in the tips.
Now this memory has to be filled from somewhere and the most logical location is the harddrive where the program is stored. When moving at high speed, starting up the game or porting regions, about 500 Mb has to be read into the memory and allocated to the different functions. Then as the game opens up, lots of information is received from the server about who and what is in the vicinity, which has to be filled up in the screen and buffer too. This also takes some time.
Playing the game and walking around, turning and so on will make other parts of the region come close and others further away. Some parts come in view, animals and players make sounds, the weather might be different. Indeed, the weather changes that leads to more disk activity.
For some reason, standing still with very little things in view still keeps the disk activity high and CPU load at max. I think this is because the server will keep updating player, mob and visible source locations to the client that does constant checking and updating of said objects. The range of the objects that are tracked is simply huge! Try to stand on top of a hill, yuo can see cloppers running around up to several hundred feet off. Now that is what I call CPU usage!
We can determine as focus points to improve:
- sluggish play, aka temporary freezes at random intervals. Most of the time caused because of that enourmous chunk of memory that has to be kept up to date and has to be handled. Hardware heavily involved: CPU, Harddisk, memory.
- framerates. Constantly sluggish movements in the game. Gets worse in big steps when special effects are involved like spells or water and other stuff with environmental effects. Hardware: videocard, soundcard.
- client crashing. Also known as "I crashed again" or "cashcount for today: 8". Tends to happen when in a specific area and moving simply from a to b, very fast movement across aggro lands alone or in groups while looking around a lot. But also at seamingly random intervals (not true, I think I found out why).
To reduce small freezes, action should be taken to make sure Ryzom gains the fastest access from datafile to device possible. Either reduce the size of the swapfile ryzom creates or increase the speed these transfers are taken care of. Or do both!
My tips for less sluggish play:
- use less sound channels, 16 is fine on most soundcards. Reduces ryzomswap.
- Turn off AEX, it is very nice when you have a high-end system with some Soundblaster Platinum card, but the load on disk and memory I/O is terrible. Reduces ryzomswap
- Defrag your harddisk. Increases disk I/O.
- Try to think of ways to make you harddisk I/O faster. This can be to move your Mp3s to another location, make a directory with just a few songs you are listening to and let your music prog use only that one (or just use your non-computer sound system. Use the fastest disk in your system as Windows-swap file disk. Reduces interference with ryzom accessing your disks.
- Turn off on-access scanning by your virusscanner. Just allow it to scan mails and other network traffic. Do this after a full system scan to make sure you are virusfree to start with. Increases read/write speed.
- Reduce farclip for everything you can think of untill you think the amount of eye candy is acceptable. Reduces ryzomswap in size.
- Move your unneeded / inactive files to a diskpartition that is not included in the process of running windows or ryzom. Defrag again.
- Remove mappins you dont use. May sound silly, but works a tiny bit.
- Close all programmes you dont use, also check on background processes that are still running and are not needed. You might consider removing them from startup. The more silly icons you see in the system tray, the more memory is needlessly taken by other programs.
Framerates are (after the tips above) a bit better now. But how to make the game move smooth? Every move you make, all that moves and is rendered (which is all in this game), will put a load on your Graphicscard (GPU from now) or soundcard (sc).
- Reduce the number of polygones untill you think quality is acceptable.
- Reduce the screensize.
- turn off shadows.
- start sliding down any slider you can think of that has impact on the GPU (clouds, weather, whatever).
- Turn off EAX, I know it was said before, but you might think otherwise. Just try...
- Tell your computer that you are not using 4, 5 or more speakers. Just tell windows you have two speakers. Now your sound will not be nice and from all directions, but less CPU time is wasted on the around effect of sound.
Crashes. The dread of every team. Some people crash often, some almost don't. I am lucky to be one of that last category, but took me some tweaking.
- Turn off sound. Many bad, old or overloaded cards will cause errors.
- Increase the swapfile that Windows can use. Windows will be less nitpicking on the size of that and will likely make less troubles when things get tight.
- When using two DDR modules to get two 1Gb of memory AND you did not buy them at the same store / time (they are not *exactly* the same model, move one of the two a slot. Very likely they are next to each other and one slot is empty. Chances are your Bios is trying to get them to run dual channel, most memory cant take that reliable and will start making goof-ups. Which will cause a memory dump and a Ryzom crash. Worked like a charm for me.
- Dont run too fast (or swim) for too long at one go. The memory / disk I/O combination sometimes starts having trouble loading and dumping the parts you pass, a mistake is made easily. Ryzom is only to blaim that the loading is very heavy, they are not to blaim current hardware has troubles with that.
- If you notice you crash at the same spot all the time, try passing it from a differen angle or move the camera so you dont look at heavy graphics at the pass. You could also stop a few meters from the spot, allow Ryzom to fully load and move on.
Now, these are all very simple tips that could make your Ryzom enjoyment some levels higher. I know people out there have more tips, post them here.
I have not yet figured out what the 32Mo, 64Mo or 128Mo means in the graphics menu, I think it is gfxcard memory, but I am not sure. Post here if you know what the effect is on performence when fiddling with these.
Grtz,
This topic is meant for tweaking your system in such a way Ryzom will run best. And that means Ryzom only! What I am looking for is loads of little tip, small improvements possible on every system setup that runs windows. So no partsreplacements, upgrading or whatever. A tip doesnt't really need to be a quick win, but it has to be one that won't cost me or any other homin more dappers on their system.
Also some tips can be very usefull for gaining some game stability, please let us know if you have one.
Also, tips that improve stability are welcome as well as reports on tips that have been tried. Please dont start discussing the weather here, open a new topic. I really would like to see a bit of dense information here.
Now I know it is opportune to say I have a standard system and we *could* use it as a reference point. Let's just say it helps me think. Also I mentioned the common background applications that might be active while playing Ryzom. This setup makes Ryzom *very* stable, last crash was about two weeks ago in a special spot that I refer to as "The trainers of Death". For all tips, we will assume also that sound is on. Now, my reference system is:
- Win XP sp2
- AMD Athon 2400+
- two seperate 512Mb DDR 2700 modules
- Maxtor 80Gb, 7200rpm, 8Mb disk as boot disk that holds my documents, mps3's and all applications and drivers. about 70% filled
- Maxtor 120Gb 7200rpm, 8Mb disk as seconday master that is solely for Ryzom. about 8% filled.
- Asus V9570TD, Gforce 5700, 256Mb
- Soundblaster Live! 5.1
- AGV free virusscanner (http://www.grisoft.com)
- iTunes most recent version
- msn 6.2
- Teamspeak2
- Using the WinXP build-in firewall
- in a startup state, about 170Mb memory is used.
Analyzing the resource hogger that Ryzom is:
For some reason Ryzom really eats resources, mostly on the side of system memory. The main reason for this seems to be all the graphical things that are in view for you. Think about mountains, clouds, buildings, mobs, vegetation, NPC, other chars, spells and their effects. Also for quite some of these things in view a sound is needed. Mobs go moo or graah or somthing in between, spells make a sound, digging does naghnagh (or splorx). Using EAX uses up quite some memory too. Now remember that your sound or videocard doesn't control *what* is displayed or heard, but it determines the quality, so it determines the *how* beautifull and *how* many fps. Translucent water won't cause lot of CPU load, but will cause a heavier load on the graphics card. Please remember that difference between displaying an object and displaying the sheer quality of that object.
The beautifull world and all the things you can see or hear all eat up memory. The highest peak in memory useage I have seen was before patch2, and came to about 750Mb for Ryzom alone. Now after patch 2 and some tweaking by me, usage is about 450-490Mb depending on settings and the situation / location I am in.
I am getting the feeling that Ryzom is programmed in such a way that, depending on how far you hypthetically *can* see, region information is loaded. So in wide open spaces, more region is buffered (you might turn around suddenly). And while in the forests or something, the view is blocked a lot, so less region has to be buffered.
I suspect sound behaves sort of the same. The more *possible* soundsources are around, the memory is taken by Ryzom.
In Ryzom, quite a few settings can be made with regard to the amount of buffering and where the buffering is taking place. We will get to that in the tips.
Now this memory has to be filled from somewhere and the most logical location is the harddrive where the program is stored. When moving at high speed, starting up the game or porting regions, about 500 Mb has to be read into the memory and allocated to the different functions. Then as the game opens up, lots of information is received from the server about who and what is in the vicinity, which has to be filled up in the screen and buffer too. This also takes some time.
Playing the game and walking around, turning and so on will make other parts of the region come close and others further away. Some parts come in view, animals and players make sounds, the weather might be different. Indeed, the weather changes that leads to more disk activity.
For some reason, standing still with very little things in view still keeps the disk activity high and CPU load at max. I think this is because the server will keep updating player, mob and visible source locations to the client that does constant checking and updating of said objects. The range of the objects that are tracked is simply huge! Try to stand on top of a hill, yuo can see cloppers running around up to several hundred feet off. Now that is what I call CPU usage!
We can determine as focus points to improve:
- sluggish play, aka temporary freezes at random intervals. Most of the time caused because of that enourmous chunk of memory that has to be kept up to date and has to be handled. Hardware heavily involved: CPU, Harddisk, memory.
- framerates. Constantly sluggish movements in the game. Gets worse in big steps when special effects are involved like spells or water and other stuff with environmental effects. Hardware: videocard, soundcard.
- client crashing. Also known as "I crashed again" or "cashcount for today: 8". Tends to happen when in a specific area and moving simply from a to b, very fast movement across aggro lands alone or in groups while looking around a lot. But also at seamingly random intervals (not true, I think I found out why).
To reduce small freezes, action should be taken to make sure Ryzom gains the fastest access from datafile to device possible. Either reduce the size of the swapfile ryzom creates or increase the speed these transfers are taken care of. Or do both!
My tips for less sluggish play:
- use less sound channels, 16 is fine on most soundcards. Reduces ryzomswap.
- Turn off AEX, it is very nice when you have a high-end system with some Soundblaster Platinum card, but the load on disk and memory I/O is terrible. Reduces ryzomswap
- Defrag your harddisk. Increases disk I/O.
- Try to think of ways to make you harddisk I/O faster. This can be to move your Mp3s to another location, make a directory with just a few songs you are listening to and let your music prog use only that one (or just use your non-computer sound system. Use the fastest disk in your system as Windows-swap file disk. Reduces interference with ryzom accessing your disks.
- Turn off on-access scanning by your virusscanner. Just allow it to scan mails and other network traffic. Do this after a full system scan to make sure you are virusfree to start with. Increases read/write speed.
- Reduce farclip for everything you can think of untill you think the amount of eye candy is acceptable. Reduces ryzomswap in size.
- Move your unneeded / inactive files to a diskpartition that is not included in the process of running windows or ryzom. Defrag again.
- Remove mappins you dont use. May sound silly, but works a tiny bit.
- Close all programmes you dont use, also check on background processes that are still running and are not needed. You might consider removing them from startup. The more silly icons you see in the system tray, the more memory is needlessly taken by other programs.
Framerates are (after the tips above) a bit better now. But how to make the game move smooth? Every move you make, all that moves and is rendered (which is all in this game), will put a load on your Graphicscard (GPU from now) or soundcard (sc).
- Reduce the number of polygones untill you think quality is acceptable.
- Reduce the screensize.
- turn off shadows.
- start sliding down any slider you can think of that has impact on the GPU (clouds, weather, whatever).
- Turn off EAX, I know it was said before, but you might think otherwise. Just try...
- Tell your computer that you are not using 4, 5 or more speakers. Just tell windows you have two speakers. Now your sound will not be nice and from all directions, but less CPU time is wasted on the around effect of sound.
Crashes. The dread of every team. Some people crash often, some almost don't. I am lucky to be one of that last category, but took me some tweaking.
- Turn off sound. Many bad, old or overloaded cards will cause errors.
- Increase the swapfile that Windows can use. Windows will be less nitpicking on the size of that and will likely make less troubles when things get tight.
- When using two DDR modules to get two 1Gb of memory AND you did not buy them at the same store / time (they are not *exactly* the same model, move one of the two a slot. Very likely they are next to each other and one slot is empty. Chances are your Bios is trying to get them to run dual channel, most memory cant take that reliable and will start making goof-ups. Which will cause a memory dump and a Ryzom crash. Worked like a charm for me.
- Dont run too fast (or swim) for too long at one go. The memory / disk I/O combination sometimes starts having trouble loading and dumping the parts you pass, a mistake is made easily. Ryzom is only to blaim that the loading is very heavy, they are not to blaim current hardware has troubles with that.
- If you notice you crash at the same spot all the time, try passing it from a differen angle or move the camera so you dont look at heavy graphics at the pass. You could also stop a few meters from the spot, allow Ryzom to fully load and move on.
Now, these are all very simple tips that could make your Ryzom enjoyment some levels higher. I know people out there have more tips, post them here.
I have not yet figured out what the 32Mo, 64Mo or 128Mo means in the graphics menu, I think it is gfxcard memory, but I am not sure. Post here if you know what the effect is on performence when fiddling with these.
Grtz,