HOrrible Performance +work around

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@REDACTEDUSER

My current scene is 90% terrain, with camera setup for player through input manager & scrupt canvas, along with TOD and sun positin, lastly with GI lighting, thats about it-not sure how much of a perf HIT it is but its 4096 x 1 and 25bit terrain.

I pointed editor camera away from terrain center alot of scultping has gone on, and where there is nothing but water ( how does on stop water from being visible, even if I uncheck it, its sill there ), and I open input manager to add camera rotation/speed, and it takes a whole minute to load just that interface, and another minute to close it..THen once I rotated back to middle of terrain I had lost mouse moving, and hitting escape made no difference.

Either this is putting LY in a not best light as far as performance problems or I"ve got some setting way off.

I do not have a huge ocean going on in ue4 but short of that my performance doesn't degrade at all no matter what I do there, so I"m scratching my head there.

If its just a 'beta'thing, I"ll exist quietly and wait for a more stable release.

Any ideas appreciated but I can't take much more of this instability- I"m losing time and energy.

I guess I could it being my entire fault IF I had a dual core or something, and while my rig is not the tops, its no slouch @REDACTEDUSER

TY!

asked 6 years ago165 views
30 Answers
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I'll give that a whirl, making it much smaller would be better, as I kinda need it there for my world creation process.

Are there plans if it can't atm, to make it more modular so you use what you need ? I can make lakes unending and a ocean or two in ue4,,,it sure helps with frames.

TY

answered 6 years ago
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I didn't want to EDIT my other post and have it missed so I"m just adding a new one;

Thereis no 'remove ocean' in 1.15, dunno when it was still there but its gone.

If so I think thats a real mistake, as the ocean is HUGE and I have no idea how well its LOD'd the further away you get,,I think forcing a ocean always on is really bad design, why was that decided on or too late to fix in 1.15 ?

Anyway its not there, was this on purpose ?

Maybe a 'warning' about some of these things was in order, and maybe if you had made oceans 'placeable' instead of the whole giant thing forced, then as in UE4, here in LY the frames would be nearly on par.

Yes one can lower down to mobile ( never doing that , but ty poster), low is not on my radar , but I did try it

I'm really sorry to keep bringing unrealengine into this, as I know the two engines are different,and LY IS IN BETA, I"ve stated that I get that, many times.

I had 'no idea' going into this how much that seems to matter.

When I use 'auto' in ue4 it chooses HI settings, not cinematic but high , hence my surprise as one would imagine.

We should have been warned about these things, unless there are 'notes' about such things in some release notes,just point me to it and I"ll have a peek.

IF, I could have 'removed ocean', that would be a drastic improvement, I"m rather sure. I"d think about going back to 1.14 I guess but thats a backwards direction now.

ty

answered 6 years ago
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@REDACTEDUSER

Do you know at what point during your creation process the performance went south? That could really help me to help you! Can you explain to me what you mean by a 25bit terrain? I think you mean you are using a 24bit image for the heightmap.

Does your performance tank when looking at the terrain only? After making modifications to the terrain texture layers, make certain to also Generate Terrain Texture Layers.

I have not experienced the issues that you have been describing lately. So, its possible it is something on your machine, or something that you changed in Lumberyard? Is it possible for you to upgrade to 16GB of ram?

Lastly, are you running any antivirus software in the background? That might affect your performance.

Can you make a video of the issue?

answered 6 years ago
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I don't even have a ocean but unable to turn it on. I upgraded to new version today. And cannot find ocean button or roll up bar.

REMOVEDUPLOAD

answered 6 years ago
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All I"m doing when it gets horrible laggy, is trying to edit Jack's ( player slice) inputmanger stuff, so I can get rotation more 'stable' on playerslice, where atm its very non stable,,rotating mouse in game during play and its too difficult to keep entire scene steady if you will..best way I can explain it.

24 bit yes sorry LOL

Someone else here, or was that you, helped me make sure to look away from terrain while generating terrain texture, and that did help alot yes, so that problem was solved.

Only anti-virus is Microsofts out of box stuff but I think it only runs when computer is 'idle',which I'm not when running LY.

I have no access to more ram, but I'd look at getting more, IF I knew what the bottleneck was.

I realize this is beta, most of it works just fine, but these little things like this are causing great frustration .

As I asked, is it not possible to turn the ocean OFF, I suspect that could be some of it,BUT I sincerely doubt it,,With the terrain and water and GI all on, I can get around scene with zero issues.the only thing so far in keeping with subject of this post, is the Going into inputmanager which is child of playerslice, and clicking on lua editor ( looks like joystick) and tryng to open the input file for Jack to try and get the mouse smoother on rotation ( on rotation during play, the player is basically fine, but as I rotate with mouse the terrain goes by far too fast and unstable to 'choose where I want to go, etc.

Btw for now I"m not worried about that as I could likely fix that in Jack's input file via lua editor,,,its getting TO Jack's lua editor to edit it..getting TO the file takes a entire minute just to load a VERY simple lua file ( all text, nothing complicated as you know) and once I see the UI come up, I try to open and that takes at least another minute to get to that point, and yesterday, as I noted, it crashed entirely taking down LY with it.

I could do a video but its going to make getting TO the lua file harder with the video grab running in the background.

answered 6 years ago
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You can turn the ocean off. And it helps with some frames. Tutorial Here.

https://www.youtube.com/watch?v=dW0Kt_-iSL4

answered 6 years ago
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Also for some reason I have this issue when ever i edit a lua script and save it. Then go back to the editor. It gives me some issues. If I don't either restart lumberyard or wait about 20 minutes. The script is not updated or behaves in a weird way in functionality in play mode or in editor. Like dose not function properly on random scripts. Sometimes it just drops the frames to zero in the editor then crashes. Or messes with the entity component system properties. Where I can add edit or do anything with it. My fix to thats was to restart lumberyard every time i edited a script and everything went fine.

answered 6 years ago
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There is another way to lower frames I use when editing my level when i'm using Designer tool. If you go to Edit/Editor Settings/Graphics Performance << and choose a lower platform like mobile, or low pc it boosts the fps.

answered 6 years ago
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OMG I can't believe I missed it- I"M not used to seeing 'outliner' in left view, as the months I"ve used a different engine its on far right..in any event you can't remove ocean,but you can turn it OFF in the viewport, by going to outliner,again on the far left, and clicking on what looks like white outline of a small eye, and the ocean goes away or at least hides so the frames here went roughly 8 or so higher,,for now I"m just going to leave it off while I do other things,,work around it.

HOpe that helps you, let me know.

I'm staying on middle PC perf. see how it goes, given using LOW doesn't have any effect on window 'sliders' ( expand outliner for example to right), as they are still extremely sluggish to move..in LY defense it is still in beta, and I suspect that the 'UI" is far from optimized , given above facts.

answered 6 years ago
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HI Steve, lowering to low is prob. saving a few frames, but I'm not seeing much help for editing lua , still giving , not responding frequently, although so far at least its not crashing...I hope some answers are forth coming about why oceans is forced on,surprising that I was sent a youtube url to remove it, but gone in 1.15. Seems many changes are up in the air or people aren't talking to each other ;)

answered 6 years ago
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@REDACTEDUSER try switching to mobile platform. Way faster then switch back when you build.

answered 6 years ago
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I don't think they work on the weekends. So maby tommorow.

answered 6 years ago
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Interesting Steve, ty so much for trying to help with my woes :)

I'm not convinced given current answers that aren't even correct, but its beta to be expected on some level, if not very disappointing.

TY for taking the time to help out !

answered 6 years ago
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Not sure if this is related, but I get some weird results if I don't have total illumination enabled. My framerate goes up close to 200, then everything gets choppy and unplayable(seems like it would have the opposite effect if framerates are increasing).

answered 6 years ago
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Hello @REDACTEDUSER

You can definitely remove the ocean. Please first enable the Water Gem. You will need to do a quick build of Lumberyard since this Gem contains code. Once this Gem is built, open up your level. You will notice that your ocean is now gone.

When enabled, the Water Gem turns the ocean into a Component Entity. If you want to bring the ocean back, simply follow these steps:

  1. Right-click in your scene
  2. Create entity
  3. Add the component Infinite Ocean Here is the documentation that you asked for:

https://docs.aws.amazon.com/lumberyard/latest/userguide/component-infinite-ocean.html

Have a good weekend!

answered 6 years ago
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Wow , ya those indeed aren't what one would expect- maybe like with games & hardware we are seeing something similar here, but I'd not expect that necessarily.

TY for input maybe devs can post here and clue us in.

answered 6 years ago
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@REDACTEDUSER

We're in day two, are the current available devs who are tasked with forums strained I wonder..have you heard anything ?

I have no idea how many 'curren't questions there are and I"m too busy to look, but I wonder, if we don't use @REDACTEDUSER

answered 6 years ago
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Very disappointed, I was hoping for any bit of information about why so many are seeing performance problems..had to uninstall and it will stay that way until we see some reasons- I was low on ssd space anyway but not hearing made my decision easier..we all get its beta, but some answers are more important than others.

answered 6 years ago
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@REDACTEDUSER

or anyone else..

Now many times does someone have to practically beg, to get an answer around here on important , performant issues ? Its not just me asking. THere is no excuse, for a 'company' who wants to be taken seriously to have such huge flaws in performance.

If somebody would have the decency to at least come here and say ya, its a bug, its beta- we'd be OK fine, work around it.

Dev's cant' expect people to willingly deal with , a wonderful engine, with such horrific flaws.

Did my best to be patient , but this is nonsense.

Other engines do similar things, ue4 does, but two wrongs do not make a right.

I uninstalled LY a week or so ago and I can't allow myself to touch it until I know the status of this,possible performance issue, that many of us are experiencing...unity works great, ue4 is amazing, so LY , beta or not, should too. I"d be fine, most would, IF we just had something said, about this topic. Silence is unacceptable and unfair.

answered 6 years ago
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I'm with ya... I really like the direction the engine is going on design and workflow, but feel like the effort to get and keep the average user's interest or confidence in lumberyard is dwindling. I'm starting to think I may be wasting my time here. I know there has to be tons of content generated while designing the engine that could easily be utilized for demonstration purposes, but wall we get is vague descriptions from the manual in most cases. So..Not feeling too confident...but hopefully that will change in the future. I'm not too crazy about the other engines workflows, but damn they are active all the time.

answered 6 years ago
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Since you responded and I appreciate a heavy load on a relatively new engine, I"ll reinstall now. I uninstalled not sure what I was getting into with empty replies , with so many having issues with sluggish behavior.

As huntsberger, I too am sorry I feel this way as LY is so worthy, but as noted, my , yes humble system ( but its all I have, atm, working on a nice upgrade ), runs 4 terrains in world comp mode in ue4 and I never skip a beat in performance. That may change as all I have are a few meshes and terrain,but very complex terrain ( artist so..heh).

UE4 doesnt' really have great lighting as atm there really is no, current , worked on ( as I'm told on forum) GI. Shocking isn't it, so as Huntsberger is saying, with what LY has, GI INTACT and beautiful, -you are missing a golden opportunity.

Need more answers and better manual.

I grasp for clarity, and I know no man or company or organization can afford ALL , necessarily, but gosh Amazon I assume has a billlionare behind it so I"m a tad speechless why you guys are struggling to answer questions .

Enough of that, I don't enjoy it.

I will reinstall,,give me a day or two I"ll have answers.

Nvidia for now I have: I just installed latest driver for my GTX card ( *I DO wish,yes, it had much more onboard ;ram but I must save up for a beefier rig first) so it is:

399.07-desktop-win10-64bit-international-whql-rp

I"m pretty sure my card is only using DX11. I know it supports 12.1, 12.0 etc, but is 12 out ?

Once reinstalled I"ll get what you need.

TY for getting back to us, I was beginning to wonder but glad you are still here.

answered 6 years ago
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Hey @REDACTEDUSER

Much apologies for the delays in response to the troubles, and the experience of sheer frustration with this topic — The team is looking into causes to fix and areas to improve on, and to help resolve your troubles, would it be possible to grab some editor logs from ya? (Please and thanks!)

I also saw that in your original post, you had mentioned the specs of your current build — i5-3570 Procesor (Ivy Bridge), Nvidia GTX 950 (2GB) with 8GB RAM.

Few questions for us to investigate further on this:

  • What Nvidia driver are you currently running?

  • What version of DirectX do you have installed on your machine?

  • When running Lumberyard, is your Graphics Card maxing out it's memory?

Again, sorry for the troubles and we hope to get this resolved for the community ASAP :)

// Cheers!

answered 6 years ago
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I have a suggestion...just hire one or two people whos sole jobs are to generate content examples, tutorials for youtube, and answer our really simple over thought out questions. I search almost every day for little tidbits of info on this engine....mostly coming up empty. I scour github looking for lua examples that would help me understand things that are not explained in the hastily written manuals. Where this engine stands right now, compared to the others, could be dominating developer channels on youtube...but it is dismal. sorry...

answered 6 years ago
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Thanks @REDACTEDUSER

answered 6 years ago
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Ok, reinstalled- so I loaded my current working level , all seemed fine, so going through motions I realized something I"d missed bc I'm not used to these things coming from UE4 ( maybe bc , atm, I don't have a 'ocean' in UE4 so we'll see when I do what happens to FPS though I have a few small lakes) :

The UI window dragging where terrain editor, inspector is and asset browser, that the dragging is def. alot smoother when I"m facing away from water, just as for altering texture, which is fixed as noted upon regenerating texture.

I"m not used to such atm, but I can't complain much I know as we are in Beta, and as noted above with no 'ocean' in UE4 I have no perfect frame of reference.

So for now anyway that is solved which was a big one for me.

I"ll play more and see if opening inputmanager window is greatly increased long as I look away from window.

Having said all of that, its not going to be something people will enjoy if they have to be remembering to look away from fps hungry visuals just to work :)

One last thing:

I get this error after saving , but it comes AFTER the line that saves saved successfully,,:


Level successfully saved

Returned: true

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/tags.txt" via AssetSystem message, but type is not set.

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/bird_tower_incrediblelighting.xml" via AssetSystem message, but type is not set.

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/essence.xml" via AssetSystem message, but type is not set.

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/filelist.xml" via AssetSystem message, but type is not set.

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/essence_outpost_bird_tower9_kc.xml" via AssetSystem message, but type is not set.

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/tags.json" via AssetSystem message, but type is not set.

(AssetCatalog) - Registering asset "levels/essence_outpost_bird_tower9_kc/terraintexture.pak" via AssetSystem message, but type is not set.

(AssetCatalog) - AssetRemoved: path=levels/essence_outpost_bird_tower9_kc/essence_outpost_bird_tower9_kc.dds id={567E8609-CABD-5E7B-A2DB-EC51B2B23628}:0

general.save_level

Saving to Levels/Essence_outpost_bird_tower9_kc/Essence_outpost_bird_tower9_kc.ly...

(Editor) - Saving level backup to 'C:/Amazon/Lumberyard/1.15.0.0/dev/StarterGame/Levels/Essence_outpost_bird_tower9_kc/_savebackup/2018-08-31 [10.52.17]/'...

[Warning] Attempting to save backup to C:/Amazon/Lumberyard/1.15.0.0/dev/StarterGame/Levels/Essence_outpost_bird_tower9_kc/_savebackup/2018-08-31 [10.52.17]/ before saving, but could not write all files.

I have no idea what to make of it as I was not getting that error before- and /or should I make a new thread out of that error , wasn't sure so I just put it here for now.

thx

answered 6 years ago
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Hey @REDACTEDUSER

Thanks for sharing your observations and logs -- super happy to see the big obstacles dissolving on this issue! :D

I've added this note for our devs to dig into further, and get improvements made for upcoming releases. Also, let me poke around some more and see if there are other things that can be done to help propel performance in the mean time :)

Thanks again for being patient and awesome!

answered 6 years ago
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Alrighty, @REDACTEDUSER

answered 6 years ago
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HI ty so much AL for reply,

I don't know what you mean by re-export textures,,,export to what , I'm not following you here..I"m using built in textures,,,HM or did you mean re-generate textures, and then export to engine ?

answered 6 years ago
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The latter :)

Re-gen textures and then export to engine —

answered 6 years ago
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HI sorry got busy, so I"m getting these errors now doing regen tex's, no idea what they mean:

REMOVEDUPLOAD

answered 6 years ago

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