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topcapfan
Sep 30th, '03, 04:36 AM
It seems like the last two or three updates are making the program run much slower than it had previously.

Just wanted to let you know.

Simon
Sep 30th, '03, 05:15 AM
Nothing has changed in the code that would affect performance noticably....

If you want me to look into it, however, I'd be more than happy to, but I'll need a lot more information than just "it's running slow". Specifically:

1. Where are you seeing the slowdown(s)?

2. Are the slowdowns on specific characters only, or on all characters?

3. What is the <i>availalbe</I> RAM on your system when you are running HD?

4. What is your system's processor speed?

5. How many characters and/or prefabs do you have open when you are experiencing the slowdowns?

6. Post your trace.log file after experiencing a slowdown.

topcapfan
Oct 1st, '03, 05:12 AM
Well, I had about a dozen characters open and a dozen prefabs loaded. Getting rid of some of those seemed to speed things up considerably.

It had basically been running slow when opening or closing characters. Working on an open character was not slow.

Anyway, getting rid of the open characters and loaded prefabs held a lot.

Simon
Oct 1st, '03, 05:19 AM
Having multiple characters open only affects the memory usage (each open character has to be held in memory -- obviously). Prefabs can have both a memory and a CPU hit as the abilities in the prefab need to be recalculated periodically (when certain things change which can affect those abilities).

Again, if you could go through the questions that I posted (above), I can likely help a bit.....

topcapfan
Oct 5th, '03, 07:03 PM
I hate to admit it, but I don't know how to find the answers to some of them. I was able to find the trace.log file, though so I have included it.

The primary slowdowns occur when opening or closing characters. It can be any character of mine or someone else's creation.

I have 128 MB of RAM available. I don't know how to tell how much is available when HD is running.

. . . and I don't know what processor speed is, either.

Usually, I have 6 to 10 characters and prefabs open at once. It seems to work a little better when I have fewer open.

Here is my trace log file.

I'm really sorry about computer ignorance, my expertise is lien law, not computers!

Simon
Oct 5th, '03, 07:09 PM
Errr...no trace.log file....

I'd be curious to see it when you get a chance to post it.

From the sound of things, you're running in swap space. 128MB of RAM is extremely low (for a total on your system). If you're running Windows XP, this will pretty much guarantee that you're either running in swap space or at the very least paging very heavily (both of these basically mean that your system will run very slowly).

Unfortunately, 64MB is as low as I'm comfortable taking the app at this point (in terms of total memory usage). Using a system with only 128MB of total RAM, you're pretty much looking at the minimum required system for running HD, so you will be seeing some slowdowns.

Opening/switching characters can be a heavy process....but if you have the RAM available, it shouldn't take too long. On my system (admittedly pretty high-end) I can open Dr. Destroyer in about 3 seconds.

Simon
Oct 5th, '03, 07:12 PM
Just got the trace.log file.

You're definitely running into some problems. I saw a number of errors in there from the skin that you're using (Oyoaha). Out of curiosity, try changing that out. For the time being, try using just the "Metal" skin (this is the default/plain Java skin).

That may have some impact, though you're still going to be running into memory issues. It's possible that changing the skin to a less "troublesome" one will help alleviate any churning on the memory as the UI won't have to reload it's components.....