minetest
minetest copied to clipboard
Dtime Jitter (MT 5.5.0 - 5.6.0(Dev) / Windows / Multiplayer)
Minetest version
minetest-5.5.0-66e8aae9f-win64
OS / Hardware
Operating system: Windows 11 CPU: Intel i5 - 11600K GPU model: RTX 3070 Ti RAM: 32GB HDD: SSD
Summary
Problem is with the dtime jittering after approx. an hour of playing. It keeps getting worse from initial connection to server. To an approx. hour of playing when it's almost unplayable.
Steps to reproduce
Just connect on server hosted on Windows with Windows client an play for some time. The dtime jitter will grow in time.
If anyone want to test it on my server, then just write me message and I'll whitelist You on server.
can confirm this issue
What is the minimum playtime for this issue to appear? Does the FPS actually jitter as much as the value suggests or is the value itself incorrect? A screenshot of the F5 debug info that shows a bunch of colorful graphs would help too.
Start:
After approx. 5minutes with rapid moving:
Rapid moving in unpredictable (random) directions:
Video captured screen with readable values: http://mc.sharpnet.cz/minetest/gallery/bugs/minetest_dtime_jittering.mp4
In 1:30s is visible the lag that dtime jittering cousing with a FPS drop (for a secound). Thats whats happening more often in longer time of playing.
@Sharpik Will it settle after a minute or two? When blocks are loaded into the client the meshing (although done on a separate thread now) can cause the client to slow down until meshing is completed. In a profiler you see entries related to fast faces.
I made another 2 short videos.. where is it more visible.
http://mc.sharpnet.cz/minetest/gallery/bugs/minetest_dtime_jittering2.mp4
http://mc.sharpnet.cz/minetest/gallery/bugs/minetest_dtime_jittering3.mp4 (here in 1minute its pretty big)
@lhofhansl It starts when i connect to the server.. but the jittering is jumping from 14 to aprox. 60 .. And every minute the max jitter is bigger and bigger. After approx. 40 minutes the jitter is jumping from 14 to 1500.
The main lag spike appearing when client receive packet:
@Sharpik shot in the dark, but;
-
Does it still happen if you set a processor affinity for Minetest?
-
Does it happen on commit fc161e757c14a0d0b86e69fb5ec631fae8b448de?
Perhaps related I found that many (complex mobs) slow things down. In the profiler I see irr::scene::CSkinnedMesh::skinJoint as the main culprit - along with irr::scene::CSkinnedMesh::recoverJointsFromMesh, irr::scene::CSkinnedMesh::updateBoundingBox, and irr::scene::CSkinnedMesh::getFrameData.
Might be specific to me, and it affect rendering time more than the jitter, so might be a different issue entirely. In any case this quickly overtakes rendermap as the most expensive action.
@wsor4035 is this still an issue? Since OP seems gone
@wsor4035 is this still an issue? Since OP seems gone
in 5.5.1 or 5.5.0?, last i know this is still an issue in 5.5.0 at least
For re-testing please use 5.5.1.
New test Server version: minetest-5.6.0-35ad00623-win64 Server map backend: leveldb on SSD Client version: minetest-5.6.0-2183b35ba-win64
It's still presented.. to have that big jittering I just need to run around for a while on small place. When I'm standing still at one place.. the jittering is around 4% max.
It's better when Im using default textures.
possible related fix #12622
@Sharpik can you please re-test with the latest dev version? Since the PR sfan pointed to has been merged
@Sharpik can you please re-test with the latest dev version? Since the PR sfan pointed to has been merged
Hi, I'd like to, but I'm unable to compile Minetest my self (Windows x64).
I need to wait till that fix will be included in build at https://gitlab.com/minetest/minetest/-/pipelines
@Zughy Or are You able to share ready to test version (Wx64) of MT? Thanks
@Sharpik sorry, I've missed the message. Here: https://github.com/minetest/minetest/releases/download/5.6.0/minetest-5.6.0-win64.zip