Slow to launch
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For some reason launching the game is very slow. In the FAF client output (v 2022.11.0), the delays occur on lines like this:
2022-11-25 21:06:04.698 DEBUG 42552 --- [lication Thread] c.faforever.client.remote.AssetService : Using cached image: %USER_PROFILE%/.faforever/cache/divisions/diamondIV_medium.png 2022-11-25 21:06:19.534 DEBUG 42552 --- [lication Thread] c.faforever.client.remote.AssetService : Using cached image: %USER_PROFILE%/.faforever/cache/maps/large/astro_crater_battles_4x4_v2-2_teamplay_ai.v0001.png 2022-11-25 21:06:37.517 DEBUG 42552 --- [lication Thread] c.faforever.client.remote.AssetService : Using cached image: %USER_PROFILE%/.faforever/cache/maps/small/faf_coop_operation_blockade.v0001.png 2022-11-25 21:06:42.545 DEBUG 42552 --- [lication Thread] c.faforever.client.remote.AssetService : Using cached image: %USER_PROFILE%/.faforever/cache/maps/large/astro_crater_battles_5vs5.v0001.png
Why would there be a ~10s delay on each line? My internet is kinda slow but I don't see net activity here. My system should otherwise be plenty fast enough.
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It has nothing to do with your game being slow.
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I suspect not. More likely the client.
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I think these logs are a red herring, this looks more like loading map previews for games showing up in the game browser.
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You can't just correlate random logs with your problem. If you read closely the message tells you about using cached image, so there is no download involved for these logs.
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No, but I do know that the time between each of those messages being generated is seconds. It could of course be something else happening in between, but the way loops usually operate is to focus on one job at a time.
Sorry, I should clarify: sometimes launching the game is very slow, with messages like this taking several seconds each to appear. Other times launches are fast enough.
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Possible related to https://github.com/FAForever/downlords-faf-client/issues/2686
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And Brutus5000 is right. Don't pay attention to the debug messages. Every player has it
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I suppose this could be caused by packet loss. Pings sometimes show 1% or so. I know, I really need a better connection.
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@cyborg16
As said those are just noise message. They are messages from loading the map images that show the games in the play tab.They are loaded as games appear in the list which come from start messages which are created whenever any one starts a game so have no specific timing associated with them.
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I don't believe it's the client being slow: "Starting Forged Alliance with command" happens soon enough.
Extracting the launch proton command and attempting to run that directly is still slow, so it appears the culprit is Steam. DRM perhaps? I don't notice much CPU or net activity.
GOG is also selling SupCom very cheaply at the moment and supposedly uses no DRM, so I'll try that.
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Using the GOG version doesn't fix anything it seems. Looking at the game log, the delay happens before these lines are printed:
warning: Failed to create DirectSound. info: MD5 of global settings: d2a23d6464d3fd77956e7648c43b5077 warning: SND: Error initializing audio engine. Unknown XACT Error
... unless this is a separate error. I now have no sound in game.
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This runs fine (vanilla game):
./run-GOG
This has very slow launch (like 1 minute with no apparent CPU or net activity), and no sound:
./run-GOG $HOME/.faforever/bin/ForgedAlliance.exe
This also runs fine:
./run-GOG path/to/steam/version/bin/SupremeCommander.exe
The full log is below. The only output before the delay is the first line (
wineserver
).... so I guess the delay has something to do with the executable. (GOG version is 12.4MB, Steam is 13.2MB, FAF is 12.9MB.)
wineserver: using server-side synchronization. info: Game: ForgedAlliance.exe info: DXVK: v1.7.3-37-g3f91cdbc info: Built-in extension providers: info: Win32 WSI info: OpenVR info: OpenXR Unable to read VR Path Registry from C:\users\steamuser\Local Settings\Application Data\openvr\openvrpaths.vrpath warn: OpenVR: Failed to initialize OpenVR info: Enabled instance extensions: info: VK_KHR_get_surface_capabilities2 info: VK_KHR_surface info: VK_KHR_win32_surface warn: D3D9: VK_FORMAT_D24_UNORM_S8_UINT -> VK_FORMAT_D32_SFLOAT_S8_UINT info: AMD Radeon Graphics (RADV NAVI22): info: Driver: 22.2.3 info: Vulkan: 1.3.224 info: Memory Heap[0]: info: Size: 9984 MiB info: Flags: 0x1 info: Memory Type[0]: Property Flags = 0x1 info: Memory Type[1]: Property Flags = 0x1 info: Memory Type[5]: Property Flags = 0xc1 info: Memory Heap[1]: info: Size: 16018 MiB info: Flags: 0x0 info: Memory Type[2]: Property Flags = 0x6 info: Memory Type[4]: Property Flags = 0xe info: Memory Type[6]: Property Flags = 0xc6 info: Memory Type[8]: Property Flags = 0xce info: Memory Heap[2]: info: Size: 256 MiB info: Flags: 0x1 info: Memory Type[3]: Property Flags = 0x7 info: Memory Type[7]: Property Flags = 0xc7 info: Process set as DPI aware info: Device properties: info: Device name: : AMD Radeon Graphics (RADV NAVI22) info: Driver version : 22.2.3 info: Enabled device extensions: info: VK_AMD_memory_overallocation_behavior info: VK_AMD_shader_fragment_mask info: VK_EXT_4444_formats info: VK_EXT_custom_border_color info: VK_EXT_depth_clip_enable info: VK_EXT_extended_dynamic_state info: VK_EXT_host_query_reset info: VK_EXT_memory_priority info: VK_EXT_robustness2 info: VK_EXT_shader_demote_to_helper_invocation info: VK_EXT_shader_stencil_export info: VK_EXT_shader_viewport_index_layer info: VK_EXT_transform_feedback info: VK_EXT_vertex_attribute_divisor info: VK_KHR_create_renderpass2 info: VK_KHR_depth_stencil_resolve info: VK_KHR_draw_indirect_count info: VK_KHR_driver_properties info: VK_KHR_image_format_list info: VK_KHR_sampler_mirror_clamp_to_edge info: VK_KHR_swapchain info: Device features: info: robustBufferAccess : 1 info: fullDrawIndexUint32 : 1 info: imageCubeArray : 1 info: independentBlend : 1 info: geometryShader : 1 info: tessellationShader : 0 info: sampleRateShading : 1 info: dualSrcBlend : 0 info: logicOp : 0 info: multiDrawIndirect : 0 info: drawIndirectFirstInstance : 0 info: depthClamp : 1 info: depthBiasClamp : 1 info: fillModeNonSolid : 1 info: depthBounds : 1 info: multiViewport : 1 info: samplerAnisotropy : 1 info: textureCompressionBC : 1 info: occlusionQueryPrecise : 1 info: pipelineStatisticsQuery : 1 info: vertexPipelineStoresAndAtomics : 1 info: fragmentStoresAndAtomics : 0 info: shaderImageGatherExtended : 0 info: shaderStorageImageExtendedFormats : 1 info: shaderStorageImageReadWithoutFormat : 0 info: shaderStorageImageWriteWithoutFormat : 1 info: shaderClipDistance : 1 info: shaderCullDistance : 1 info: shaderFloat64 : 0 info: shaderInt64 : 0 info: variableMultisampleRate : 0 info: VK_EXT_4444_formats info: formatA4R4G4B4 : 1 info: formatA4B4G4R4 : 1 info: VK_EXT_custom_border_color info: customBorderColors : 1 info: customBorderColorWithoutFormat : 1 info: VK_EXT_depth_clip_enable info: depthClipEnable : 1 info: VK_EXT_extended_dynamic_state info: extendedDynamicState : 1 info: VK_EXT_host_query_reset info: hostQueryReset : 1 info: VK_EXT_memory_priority info: memoryPriority : 1 info: VK_EXT_robustness2 info: robustBufferAccess2 : 0 info: robustImageAccess2 : 0 info: nullDescriptor : 1 info: VK_EXT_shader_demote_to_helper_invocation info: shaderDemoteToHelperInvocation : 1 info: VK_EXT_transform_feedback info: transformFeedback : 0 info: geometryStreams : 0 info: VK_EXT_vertex_attribute_divisor info: vertexAttributeInstanceRateDivisor : 1 info: vertexAttributeInstanceRateZeroDivisor : 1 info: Queue families: info: Graphics : 0 info: Transfer : 1 warn: DXVK: No state cache file found warn: DXVK: Creating new state cache file info: DXVK: Using 10 compiler threads info: D3D9DeviceEx::ResetSwapChain: info: Requested Presentation Parameters info: - Width: 3840 info: - Height: 2160 info: - Format: D3D9Format::A8R8G8B8 info: - Auto Depth Stencil: false info: ^ Format: D3D9Format::Unknown info: - Windowed: false warn: winevulkan detected, disabling exclusive fullscreen support info: Presenter: Actual swap chain properties: info: Format: VK_FORMAT_B8G8R8A8_UNORM info: Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR info: Buffer size: 3840x2160 info: Image count: 3 info: Exclusive FS: 0 info: Setting display mode: 3840x2160@60 warn: D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_ADAPTIVETESS_X warn: D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_ADAPTIVETESS_Y warn: D3D9DeviceEx::SetRenderState: Unhandled render state D3DRS_ADAPTIVETESS_W info: Presenter: Actual swap chain properties: info: Format: VK_FORMAT_B8G8R8A8_UNORM info: Present mode: VK_PRESENT_MODE_IMMEDIATE_KHR info: Buffer size: 3840x2160 info: Image count: 3 info: Exclusive FS: 0 info: Restoring display mode: 3840x2160@60 info: Setting display mode: 3840x2160@60
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Remind me why I don't like C++: FA_Patcher. This thing uses mingw (or at least g++) and MSVC (
io.h
).