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Resolved - Lag Spikes on Server


Question

Posted

Name: K. Gardner

Rank: Sgt.

Type of issue: (Software, Hardware, Steam, Not sure) Software

Brief Description of Issue:  Only happens on our pub server, no issues on other servers so far, keep getting random lag spikes.

Get the following errors in console:

1443.481109 BlockingGetDataPointer:  Async I/O Force weapons\mp40_shoot.wav ( 1826.49 msec /  2175.78 msec total )
1504.581986 BlockingGetDataPointer:  Async I/O Force physics\glass\glass_impact_soft2.wav ( 2047.31 msec /  2170.41 msec total )
Error reading weapon data file for: weapon_ifm_steadycam
MP3 initialized with no sound cache, this may cause janking. [ bandage\bandage.mp3 ]
Failed to create decoder for MP3 [ bandage\bandage.mp3 ]
MP3 initialized with no sound cache, this may cause janking. [ bandage\bandage.mp3 ]
Failed to create decoder for MP3 [ bandage\bandage.mp3 ]
*** Invalid sample rate (0) for sound 'bandage\bandage.mp3'.
Attemped to precache unknown particle system "blood_impact_red_01"!
Attemped to precache unknown particle system "blood_impact_green_01"!
Attemped to precache unknown particle system "blood_impact_yellow_01"!
Attemped to precache unknown particle system "slime_splash_01"!
Attemped to precache unknown particle system "slime_splash_02"!
Attemped to precache unknown particle system "slime_splash_03"!
The server is using sv_pure 0.  (Enforcing consistency for select files only)
#Game_connected

803.560335 BlockingGetDataPointer:  Async I/O Force player\damage\female\minorpain2.wav (  181.68 msec /   303.89 msec total )
810.330735 BlockingGetDataPointer:  Async I/O Force physics\plastic\plastic_box_impact_soft2.wav (  116.10 msec /   287.17 msec total )

 

 

***Medical Supply Staff ONLY Below this line***

Current Status: Resolved

 

Main Technician: Yama

Supporting Technician: J. Candy

17 answers to this question

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  • 0
Posted

Ive run the verify game files on my side (install was fresh 3 weeks ago due to this being a brand new system. 

 

Not getting error codes in console now, but still getting lag spikes on stock maps on the public server.   I see someone else has also reported lag spikes on the pub now as well. 

 

 

  • 1
Posted

I wonder if the bloodmod fix would solve your blood errors... Although, I've never heard of that causing lag spikes.

 

http://www.1stmarineraiders.com/forums/topic/317-bloodmod-fix

 

Then, it looks like the bandage mod might need the MP3 to be re-uploaded to the server (and fast DL server)... Maybe.  Or you need to re-download it yourself: 

http://1stmarineraiderbattalion.clanservers.com/dod/sound/

 

Lastly, Google says that your lag is most likely coming from the "BlockingGetDataPointer:  Async I/O Force..." errors.  The "2047.31 msec /  2170.41 msec total" is basically saying you are waiting 2.1 seconds for sounds to clear the cache, which can cause some FPS loss as your game tries to catch up.  There are a couple of culprits, custom maps for one that have their own sound packs need to be re-optimized ever since a OrangeBox update in 2016 (not something the admins can fix, just have to keep an eye out for newer versions of these maps).  There are a few things to try here, we have the sound cache fix:

 

http://www.1stmarineraiders.com/forums/topic/33967-resolved-server-issues

 

Then I've seen a few people recommend typing async_mode 1 into console, no clue what that does, but if it fixes things, might be worth adding to your autoconfig file?  Another culprit might be custom sound mods that you've installed, if you have any, and those would fall under the same "out-of-dated-ness" as the sounds from custom maps.  Which could be resolved by disabling those mods or finding updated versions of them.

 

I hope something there helps, I was feeling tech supporty today.

 

[edited] Not sure why the linked topics were being weird...

 

  • 0
Posted

fixed most of the errors, but still getting random lag spikes on the server. 

 

Got this error this morning: 

2555.105049 BlockingGetDataPointer:  Async I/O Force ambient\materials\wood_creak1.wav ( 2071.81 msec /  2192.38 msec total )
Error reading weapon data file for: weapon_ifm_steadycam
 

 

  • 0
Posted

Hmm, I think it was determined that the steadycam error was related to Video Drivers, might be worth looking for driver updates.

 

Have you noticed when exactly you experience these lag spikes?  If what I found before is true, it might be an unoptimized custom map... But if you're getting those errors on maps like Donner or something, then there is a bigger issue.

 

I wonder if someone has that wood_creak1.wav available for download, it might need to be put on the FastDL server to speed up the server-to-client communication.  The odd thing is, you should be getting all the necessary files as soon as the server initiates a map change or when you connect.  Ultimately, there is an issue between you and the server caching sounds, which is causing your lag.

 

Any ideas, Medical Supply Staff?

  • 0
Posted
18 hours ago, Yamagata 1st MRB said:

Hmm, I think it was determined that the steadycam error was related to Video Drivers, might be worth looking for driver updates.  Have the newest Nvidia drivers install, and literally less then a month old brand new laptop, all drivers up to date and current. 

 

Have you noticed when exactly you experience these lag spikes?  If what I found before is true, it might be an unoptimized custom map... But if you're getting those errors on maps like Donner or something, then there is a bigger issue.  All stock maps on the pub server, seems to be totally random, sometimes I'm running, sometimes I shooting (really sucks as I'm usually being shot back at and cant move lol), sometimes callings for medic, sometimes just standing still in a room all alone.

 

I wonder if someone has that wood_creak1.wav available for download, it might need to be put on the FastDL server to speed up the server-to-client communication.  The odd thing is, you should be getting all the necessary files as soon as the server initiates a map change or when you connect.  Ultimately, there is an issue between you and the server caching sounds, which is causing your lag.

 

Any ideas, Medical Supply Staff?

 

  • 0
Posted
14 minutes ago, Gardner 1st MRB said:

Have the newest Nvidia drivers install, and literally less then a month old brand new laptop, all drivers up to date and current. 

I found our old topic about the steadycam error, they referred to this forum: https://www.edge-gamers.com/forums/showthread.php?229158-Error-reading-weapon-data-file-for-weapon_ifm_steadycam

 

There are mentions of it being a leftover code from the DoD:S beta and to ignore it, and the way they talk about the error makes it seem like it's an inconvenience and not a game breaker.

 

My guess is that the "BlockingGetDataPointer:  Async I/O Force..." error is your culprit.  That 2 second delay is definitely going to cause some visible FPS loss.  I'm assuming you've already tried verifying your game files... I'd be interested in seeing if getting a physical copy of the file into the right place in your dods folder helps anything.  Plus, if verifying your game files hasn't fixed it, I doubt a re-install would help much.

  • 0
Posted

I'm averaging around 270fps in game, this appears to be mainly stock maps only on our server (pub, have not been on the custom to see if it does the same). We played on a custom the other day and I do not remember seeing any lag during it. 

And as mentioned when on other servers like the one gun game one I frequent which is all custom maps/levels I do not experience any lag. 

 

 

  • 0
Posted

Not gone, as said I still get this on the pub server stock maps. 

 

Custom maps and servers I do not experience this lag, only on our pub stock maps am I experiencing it, if someone runs a custom map on our server it seems to go away.   Glitch with our stock maps maybe?

 

 

  • 0
Posted

Could be, the pub has had some odd issues for years.  However, if it was solely a server glitch, we'd have more people reporting the same issue.  You could have an admin with FTP take a look, make sure that there's a good copy of the sound files installed, as well as a good zipped version in the fast downloads server...  If only there was a way to verify the game files on the server like you can in Steam :D

  • Upvote 1
  • 0
Posted

I have seen the post about it as well Gardner, I will escalate this to the Major and see if we can do something server-side. For now I will pin this topic in the main thread. As always thanks again Yama for everything.

  • 0
Posted

Has there been any progress on this issue? I currently run around 280 FPS but occasionally I will get a stutter in game, lag spike which only last a brief second at most but its enough when sniping to get a fella killed. I've had it for quite sometime now, re-installs etc and still having it. Even on a fresh build of windows 10 or 7. 

  • 0
Posted

There is an issue with Intel graphics drivers when working with other graphics drivers (which is the case, among others, of all laptops using Nvidia Optimus). This may be related to the issues discussed here.

 

Intel released on May 04, 2018 an updated graphics driver for the 4th/5th generation Core processors:
https://downloadmirror.intel.com/27780/eng/ReleaseNotes_15.40.38.4963.pdf
which explicitly says it solves the bug ID 1406598524: "System stutter observed using Intel graphics driver with combination of third party graphics driver" on Windows 10 (but for 4th generation Core processors only).

 

This Intel thread seems to be the origin of this bug report, back in Oct 2017:
https://communities.intel.com/thread/119093
In post #32 (https://communities.intel.com/message/507879#507879) an Intel representative said he opened the internal bug report.
Intel says it is working on it, but still have no solution for all affected, more than half an year after the bug report was opened.

 

Maybe this is the root cause of the issue? The only things to do then would be to update to latest drivers and keep an eye on new releases of Intel (and maybe Nvidia) graphics drivers for the specific processor/GPU that you have (besides bugging Intel and other involved parties asking them to solve this quickly).

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