Release Type: Official Release
Version: 4.0.0.1-beta04-1317
Platform(s): Windows
Describe the bug
Every few minutes of using the Game Studio the process starts to use 100% of the CPU for ~5-10 seconds, locking everything up.
The spikes don't seem to be very consistent, but I was able to get at least one every 5-15 minutes.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
-
Screenshots
-
Log and callstacks
-
Additional context
PC Specs:
OS Name: Microsoft Windows 10 Pro
Version: 10.0.18363 Build 18363
Architecture: x64
Processor: Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz, 3501 Mhz, 4 Core(s), 4 Logical Processor(s)
Memory: 16 GB DDR3 1600Mhz
I'm experiencing the same issue on master build. Every few minutes (sometimes every minute) the whole system freezes. I don't believe this is happening when GameStudio is the only thing running on my PC (or with just project's VS), but rather when I'm at 70% used RAM or higher.
OS: Window 10 x64 2004 (19041)
Processor: i5-6300U @ 2.40GHz (laptop)
Memory: 8GB
Running gamestudio on core or framework ?
The issue occurs on both.
I'm experiencing this issue as well using NET Framework
OS: Windows 8.1 x64 v6.3 (Build 9600)
Processor: i7-5500U @ 2.40GHz
Memory: 12gb
I was able to repro it, it's fairly consistent when at or under 4 threads. I'll take care of this
Fetch and build latest, I pushed a small workaround which should prevent the freeze to happen for now while I investigate further
For my version : 4.0.0.1-beta04-1347 I cant repro this and i have worked with stride for hours and played around with 3D examples and 5 more scripts soooo can it be considered fix I guess?
For my version : 4.0.0.1-beta04-1347 I cant repro this and i have worked with stride for hours and played around with 3D examples and 5 more scripts soooo can it be considered fix I guess?
No, as the commit (b7ed1ef) says it's just a temporary solution for the issue which I presume is still unknown.
Yes, it's kind of a pain in the ass to figure out as hooking any profiling tool just make the issue disappear so I have to manually check timings and such which takes ages
Actually, I also feel sadly that Stride is taking abit to much of memory is this intended by design (~1GB) RAM? unity3D takes around 600 up to1GB at kind of big project, would be nice to toggle this too somehow abuit down.
@Shpendicus Please, that's unrelated to the issue at hand, move it to another issue instead if you want to discuss this
@Eideren sry ^^ Will do so.
Most helpful comment
I was able to repro it, it's fairly consistent when at or under 4 threads. I'll take care of this