#344 esync/fsync: 100% usage on 1 core upon entering door (unless wine e/fsync is off)

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megnyitva ekkor: 2 éve pureshores által · 1 hozzászólás
pureshores hozzászólt 2 éve

Hello, I just found an issue regarding CPU usage again though this time different from #195.

When starting the game, in the login section the CPU usage is fine (very low and all cores the same usage) but upon clicking the door one of the cores will jump to 100%, this maxed out core will persist throughout the game session, even when logging out back to login screen.

IIRC it wasn't like this yesterday (i only noticed it because I'm lagging out more on Sumeru City compared to what i remember yesterday)

This issue becomes non-existent if esync/fsync is disabled. Unfortunately, not using esync/fsync have lower performance whilst having higher overall CPU usage.

Has anyone encountered this issue?

Edit: Forgot to mention, I'm using Wine-GE-Proton7-16

Hello, I just found an issue regarding CPU usage again though this time different from #195. When starting the game, in the login section the CPU usage is fine (very low and all cores the same usage) but upon clicking the door one of the cores will jump to 100%, this maxed out core will persist throughout the game session, even when logging out back to login screen. IIRC it wasn't like this yesterday (i only noticed it because I'm lagging out more on Sumeru City compared to what i remember yesterday) This issue becomes non-existent if esync/fsync is disabled. Unfortunately, not using esync/fsync have lower performance whilst having higher overall CPU usage. Has anyone encountered this issue? Edit: Forgot to mention, I'm using Wine-GE-Proton7-16
pureshores hozzászólt 2 éve
Bejelentő

Looks like no one seems to be having this issue. I think I'm gonna close this issue. I have no idea why this happens, my only guess is it has to do with vmp, based on another game that uses vmp which has similar CPU usage issues when esync/fsync is enabled.

Though I'm able to somewhat reproduce it in Windows I'm not exactly sure if that really is the same issue, as i don't have usage readings before this to be compared with.

Edit: A week later, i got back in the game. It seems the issue disappeared, makes me think this was a server-side change (?)


Update: This is most probably caused by mhypbase.dll. applying patch_anti_logincrash.sh may help (In case the issue returns)

Looks like no one seems to be having this issue. I think I'm gonna close this issue. I have no idea why this happens, ~~my only guess is it has to do with vmp, based on another game that uses vmp which has similar CPU usage issues when esync/fsync is enabled.~~ ~~Though I'm able to somewhat reproduce it in Windows I'm not exactly sure if that really is the same issue, as i don't have usage readings before this to be compared with.~~ Edit: A week later, i got back in the game. It seems the issue disappeared, makes me think this was a server-side change (?) ----------------- Update: This is most probably caused by `mhypbase.dll`. applying `patch_anti_logincrash.sh` may help (In case the issue returns)
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