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Lagging bad on high end hardware #136

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larch13 opened this issue Jul 3, 2019 · 22 comments
Open

Lagging bad on high end hardware #136

larch13 opened this issue Jul 3, 2019 · 22 comments

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@larch13
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larch13 commented Jul 3, 2019

so I have finally got this to work with visual studio but when I run it, it completely freezes every time it loads a chunk and lags and stutters really bad even though I have good hardware

my specs
OS: Windows 10 Home 64bit
Processor: Intel I7 8700k 6 core @ 3.7GHZ
GPU: Geforce RTX 2070 8G
RAM: 16G DDR4 dual channel

@Hopson97
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Hopson97 commented Jul 3, 2019

It tends to lag for a bit on startup, but once the world has loaded it should be ok. Also make sure you are running via the release build and not in debugging mode.

@larch13
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larch13 commented Jul 3, 2019

i had left it running for a good five minutes and it still lagged bad

@larch13
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larch13 commented Jul 3, 2019

oh just realized you told me to be in release and i realised i was in debug but thats because running it release visual studio gives me errors

@larch13
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larch13 commented Jul 3, 2019

image
this is what i get

@Hopson97
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Hopson97 commented Jul 3, 2019

That is an interesting error 🤔 I'll look into that, I do not have this issue on Ubuntu.

For now, you could simply comment out the of this function I believe, and it should still work, you just won't have a skybox.

@larch13
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larch13 commented Jul 3, 2019

when i comment this out i get this
image

@Hopson97
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Hopson97 commented Jul 3, 2019

Ok maybe uncomment 😄

Try commenting these line:

SkyboxRenderer m_skyboxRenderer;

m_skyboxRenderer.render (camera);

This should make the skybox code not ever run, supposedly """fixing"""" the crash as a temporary work around for this issue

@larch13
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larch13 commented Jul 3, 2019

shit i just commented out all the sky box lines

@larch13
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larch13 commented Jul 3, 2019

now im getting the same error with the texture atles

@larch13
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larch13 commented Jul 3, 2019

do you have a discord?

@Hopson97
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Hopson97 commented Jul 3, 2019

I'm really confused, it seems you cannot access any of files?

@Hopson97
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Hopson97 commented Jul 3, 2019

@larch13
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larch13 commented Jul 3, 2019

ok can you add me so we can work this out

@Hopson97
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Hopson97 commented Jul 3, 2019

Join the server and you'll find a bunch of people willing to help

@larch13
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larch13 commented Jul 3, 2019

damn i was hopeing i could talk to you

@larch13
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larch13 commented Jul 3, 2019

i have a video idea for you though, its Minecraft in i millisecond and then its just a macro typing all the code

@Hopson97
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Hopson97 commented Jul 3, 2019

I'll happily continue to help on the server, but for now I am sure what the issue is (It is not a code issue, it seems to be a visual studio or windows issue), but other people on the server might have an idea of what the issue is, and how to resolve it

@larch13
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larch13 commented Jul 3, 2019

thats what i was thinking

@Hopson97
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Hopson97 commented Jul 3, 2019

Will you be joining the server?

@larch13
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larch13 commented Jul 3, 2019

im in the server

@Maghin
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Maghin commented Aug 24, 2019

Hi,
I'm not really sure about this but I've played with a similar project on Visual Studio 2019.
By similar I mean I use SFML, GLSL, glad, glm and cmake.
I figured out the cmake cache often get mad in VS2019 and it causes stranged/undefined behavior on some memory allocation/desallocation when running the debugger.
The error you had when loading your texture is exactly that, I had it too. Try to right click on the CMakeLists.txt "top" file then ->Cmake Cache -> Delete the cache.
But it's not enough : shutdown VS2019 then delete the out/build folder if you didn't changed the VS default target folder.
Launch VS2019 and try again, it should works like a charm !
I do this every time I add or remove a new source file in the project, or when you change some header (that might change the "link process" too).
As an example, it happened to me to have an exception on a std::vector destructor which is normally defined as "noexcept".

@DreamHollow
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Did anyone ever manage to get this to work?
Also the code has been rewritten in a way that compiling it shouldn't be as big of a problem now.

Please let people know if the problem is solved, this issue is a few years old now.

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