[1277] Heavy FPS drop on Instance Master caused by clogging synchronization
tracked
LefTonbo
Recently I have been encountering a problem where the Instance Master gets heavy FPS drop in proportion to the time spent. It seems the cause is that the synchronization process is clogging up on Instance Master. Non-Master player won't cause the clogging.
This seems to start happing at 1st February.
I've found the clogging can be caused by a lot of Continuous Sync Udon (64 or more). But it seems it is also be caused on a world that only contains small amount of objects.
The clogging prevents Instance Master to stay in most udon-powered worlds by FPS drop. Rejoining is not helpful because the next Instance Master also gets the clogging and FPS drop, and most of game worlds are not supported for later-joining.
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HK
tracked
Thanks for the additional repro info. We are continuing to look for solutions to this issue, or ways to mitigate its impact somewhat.
lunar eclipse
HK: Still experiencing FPS drops in master player. Is this issue likely to be resolved?
HK
lunar eclipse: This issue is still receiving work, but we don't have a fix internally yet. I know that isn't the most optimistic thing to hear, but we will get a fix out as soon as we have one.
lunar eclipse
HK: Thanks for your reply. I wish you the best of luck.
HK
needs more information
As far as we can tell, this issue has been resolved. Are you still experiencing this? If not, we will process this as Completed.
縛(ふぅ_FU)
HK: We can still see this phenomenon when there are many objects to be globally synchronized.
However, the degree of FPS drop seems to be better.
Once the owner's FPS drops, it still will not recover unless the owner authority is transferred to another player.
Also, it is not recovered by hiding the global sync object.
I am using automatic translation, so I apologize if there are some parts of the text that are not correct.
Translated with www.DeepL.com/Translator (free version)
HK
縛(ふぅ_FU): Thanks for the additional info. Could you provide a world ID for a world that reproduces this issue?
LefTonbo
HK: I think FPS drop seems to be better, but networking is not: syncing of ObjectSync owned by Master can be degraded, making too laggy on other player's client.
This seems to be happened on old worlds that contains many Continuous (without ObjectSync) sync.
Some worlds can be reproduced:
World A
- The dices rolled by Master is really laggy on other player's client.
World B
- The cards handled by Master is really laggy on other player's client.
- Tile Randomizer (by pushing Panel Setbutton) is broken on other player's client.
縛(ふぅ_FU)
HK: Sorry for the delay in responding.
I have confirmed this phenomenon in the following worlds
This is a world I created,
It is possible to spawn a very large number of cloval synchronized objects.
When a large number of objects were spawned, the FPS drop occurred only on the instance master.
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i
illexxandra
I'm experiencing this as well! I do have a lot of continuous sync. Been troubleshooting several times a day to figure it out and driving myself crazy. Performance is fine for about 90 seconds, and then FPS dives from in the 70's to the teens. The world in question is still private, happy to have people take a look.
If there's a recommended maximum number of Udon scripts running continuous I'd love to know. In this world, object pickups are fundamental to the premise.
knah
I believe I've experienced same symptoms in one specific world sometime mid January, so the issue is likely not new. Changing master resulted in new master's performance steadily dropping from the baseline. Further investigation into the issue was blocked by EAC and lack of first-party profiling tools.
LefTonbo
Add: I've made the reproduction world. It has FPSViewer that contains a lot of continuous sync.
Just join this world and observe the FPS on instance master.