Degrading game responsiveness over time (factory queue in particular)

I have noticed that the games responsivenes degrades over time, the longer a game goes.
In particular this is noticeable in factory queues. After a while, build orders cannot be removed from the queue at all (by right-click or shift-right-click)! Note that at the beginning of the game it works just fine and after a while, it takes multiple clicks until at some point, it just stops working alltogether. Same goes for drag & drop within a factory queue. Fully stopping the production still works but has some noticeable delay.

Less noticabe but still degrading is the responsivenes of move orders for units or ACU, so that orders are sometimes not being followed and need to be issued multiple times.

In the case of buttons (the unit icons in a build queue are buttons): the interaction triggers when the click is released, not when it is pressed down for the first time. Meaning: if you right click to remove an order and before you're done 'clicking' your mouse leaves the button then you effectively didn't remove the order simply because it didn't register as a click.

I can only imagine that as the game goes on you'll likely want to issue orders faster. And by doing so you may move too fast or click too slow. This is a common 'bug' that is not actually a bug; it's how all buttons work even those in Windows.

With regards to path finding - do you have specific moments when this occurs (replays + timestamps)?

A work of art is never finished, merely abandoned

Yea. I have same issue at like 4-5 games already, also listen same issue are having Turbo2, Nexus and maybe somebody other. I would say there is issue with ammount units, (t1 engineer?). I would offer to ctrl k something thats kinda useless, its makes to do orders.
So. Is it not so much issue, but is it. At example I did locked a transport with my asf at loaded transport thats, never gonna drop like this, so my asfs is just afk with locked transport and waiting an (queque?) to activate their order, and that just mostly game ended.( cuz of something like delay is not been in game before, so I would say there is an issue) There I got it: https://replay.faforever.com/21199159. Had same at https://replay.faforever.com/21198795 (kinda delay with answering all units at some moments, also acu when I need it.) https://replay.faforever.com/21224804 (navy fight is so much delayed, cuz no response of navy units, kinda delay like 30-40 sec, when they finally do smth.)
https://replay.faforever.com/21239320 - Not sure about thats, becouse landscare is kinda dumb, but also had some huge delay with answering). https://replay.faforever.com/21241481 Dunno about this spider against GC's fight against ML, but is there kinda listen Farms talking about lagg, might be also some issue with a delaying orders.

DONT BELIVE BH HE IS LIEING

Did you watch the first replay? At no point did you had a lock on the transport that dropped the siege tanks at the top. I'm referring to this moment at 19:30:

9f0fef0a-5675-4b00-a651-5d79cb97403b-image.png

In fact, because you were stalling power for five minutes or so you didn't even have a radar blip on it. You destroyed the transport after it dropped.

Anyhow; what I'm trying to say is: please add time stamps with screenshots. I'm not saying you're wrong, but it is just too vague to investigate at the moment

A work of art is never finished, merely abandoned

I just finished watching a farms game on his stream where he got this bug- he tried to micro destroyers and they didn't move. https://www.twitch.tv/stellartactician/v/1981770436?sr=a&t=6788s I can't remember the exact time but it's before 1:58:00 pretty sure

@captainklutz 01:46:55 - It did look weird

@jip said in Degrading game responsiveness over time (factory queue in particular):

In the case of buttons (the unit icons in a build queue are buttons): the interaction triggers when the click is released, not when it is pressed down for the first time. Meaning: if you right click to remove an order and before you're done 'clicking' your mouse leaves the button then you effectively didn't remove the order simply because it didn't register as a click.

I can only imagine that as the game goes on you'll likely want to issue orders faster. And by doing so you may move too fast or click too slow. This is a common 'bug' that is not actually a bug; it's how all buttons work even those in Windows.

With regards to path finding - do you have specific moments when this occurs (replays + timestamps)?

Thank you for the reply, however this does not seem to be the issue. When I noticed a lack of response, I specifically tried to keep my mouse on the button. There is no response of the butten whatsoever. What usually helps is to de-select and re-select the factory. It also is not a fluke, as it happens nearly every game. Presumably it gets worse the more is going on in the game, i.e. the more units there are around.
Will try to record some ingame footage to show that behaviour.

Update: The behaviour is actually more bizarre than I expected. I just recorded a game vs AI. A short summary of the key findings:

  1. Queue is somtimes unresponsive, even re-selecting factory won't help
  2. The behaviour, as said before, is more severe after some time in the game
  3. After trying to manipulate an unresponsive queue, somtimes the queue seems to be duplicated / copied multiple times
  4. When being copied, not the whole queue is copied, just parts of it
  5. Unresponsiveness of the queue appears to be related with units being produced. Somtimes, after a runit rolls off, I can remove or drag & drop items from the queue
  6. Drag & drop often works once or twice and then stops working. If so, right-clicking also stops working

Video link with some commentary: https://youtu.be/Jmohdz4ACrU
..sorry for the crappy microphone!

By looking at the behaviour of the queue being duplicated: It appears as if this might be a result of all the failed attempts of right-clicking being somehow added to the queue?!

Yeah, got a game here where my 2 engineers expanding to build hydros just STOPPED for no apparent reason:

https://replay.faforever.com/21242419

Never seen this kind of thing before until recently.

I, too, have been suspicious but no evidence such as presented by the preceding posts. This is a bit alarming as this has not been quite this bad before...

@silentNoob that is something I can work with, I'll look into it

A work of art is never finished, merely abandoned

@jip said in Degrading game responsiveness over time (factory queue in particular):

@silentNoob that is something I can work with, I'll look into it

Thanks!
I noticed that the issue pops up not only in late game but maybe even from the beginning.

@silentnoob said in Degrading game responsiveness over time (factory queue in particular):

@jip said in Degrading game responsiveness over time (factory queue in particular):

@silentNoob that is something I can work with, I'll look into it

Thanks!
I noticed that the issue pops up not only in late game but maybe even from the beginning.

@silentNoob For my idea, what are the UI mods that you use and can you see if you can reproduce it without any UI mods enabled? And when you do experiment again, can you share the game logs?

I've tried clicking around like you do in your video and I did notice that draggable queues do not work with mobile factories. I also noticed that the responsiveness of the buttons can be a bit clunky at the moment that a unit leaves a factory and / or the queue is otherwise adjusted (by a support factory, for example). However I was unable to reproduce it not working entirely.

Made a bug report on Discord for the mobile factory aspect not working with draggable queues

edit: managed to reproduce the duplicated build queue: it is related to the draggable queue feature

edit: draggable queue appears to be quite buggy

A work of art is never finished, merely abandoned

@jip Alright, will try without any mods! The only one I have active is advanced target priorities.