Game freezes after 20-45 minutes
Simply open up the base editor in a medium or larger base and stay zoomed out and go afk. Or just let it sit there for awhile exit the editor and go about playing like you normally would and sooner or later you will crash or freeze. The game keeps using more and more memory and never releases it after using the base editor. I've seen cityofheroes.exe get to 1.7 gb in the task manager before. Usually crashes at 1.4 - 1.5 though.
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Don�t say things. What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson |
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Also, we've had a couple threads going in the last few months to try to identify leaks but we believe that we have resolved what we were able to identify. If you are experiencing another memory leak, especially if it's this bad, please PM me the details. We may need to start another thread to get some more information. |
That sounds likely to be a memory leak. Have you had it since I17 launched? Like I said: we're not seeing them internally anymore...but that doesn't mean we fixed the issue you're having. I need more details to know what was happening to you.
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PC running XP Home
Radeon 5770
AMD Athlon X2
4GB RAM
80GB system HD.
(other?)
Hello, my name is @Caligdoiel and I'm an altoholic.
I'm doing it right now. Just sitting here in the base editor with CoH in the background and memory usage is slowly climbing. Started at 895 MBs, now at 1.2 GBs. And I'm doing nothing. Just standing around.
Yes, since I17. Saw it in Test too. I also get periodic freeze-crashes without an error window when zoning or exiting missions. Those ones I have to kill the process on. I'll do some testing tonight, what should I look for that screams "Memory leak?" How big is City SUPPOSED to be in Taskmanager?
PC running XP Home Radeon 5770 AMD Athlon X2 4GB RAM 80GB system HD. (other?) |
I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.
What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign.
I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you.
I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.
What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign. I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you. |
Actually, KDE4 includes System Load Viewer as part of the default installation. Just need to run CoH in a windowed mode rather than full screen to keep an eye on it.
Most KDE4 distro's just need to right click on the task bar, Add Widget, then select System Load Viewer.
Also, the CoH in-game command /graphfps 7 seems to do a similar real-time monitoring through the game's GUI.
I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.
What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign. I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you. |
Time/size
10:02:50 /962,XXXKB
10:03:15/ 972
10:03:30 /977
10:03:45/ 986
10:04:15/ 992
10:04:45/ 1,003
.....
EDIT THE SECOND:
Now at 1,200,000K as of 10:15:10
Rate of increase appears to be approximately 300K/second.
Edit III:
Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down.
Edit IV: son of Edit: Crash output:
Assertion failed
Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
Time: Wed May 19 10:34:38 PM
Process ID: 896
File: c:\src\utilitieslib\utils\superassert.c
Line: 1857
Expression: 0
Error Message: CRT abort() called
ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
Last windows SYSTEM error: Not enough storage is available to process this command.
Hello, my name is @Caligdoiel and I'm an altoholic.
While you're here, The Television, it used to be that /unloadgfx or /reloadgfx used to clear out most memory leaks. In the old days a /unloadgfx would take me from 1.2 GB down to .8 GB of RAM usage, a .4 GB recovery. Now, it barely recovers .02 GB.
What happened to that command? It stopped doing it's magic about 3 issues ago. It was our usual help while memory leaks were being hunted and killed.
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While you're here, The Television, it used to be that /unloadgfx or /reloadgfx used to clear out most memory leaks. In the old days a /unloadgfx would take me from 1.2 GB down to .8 GB of RAM usage, a .4 GB recovery. Now, it barely recovers .02 GB.
What happened to that command? It stopped doing it's magic about 3 issues ago. It was our usual help while memory leaks were being hunted and killed. |
I suspect the function has been rolled into zoning.
Try this on for size: I just let the game sit at the login screen for about twenty minutes and it's grown to, as of this post, 945,000KB with a steady process rate hovering around ten percent. At the LOGIN screen. Doing nothing.
Time/size 10:02:50 /962,XXXKB 10:03:15/ 972 10:03:30 /977 10:03:45/ 986 10:04:15/ 992 10:04:45/ 1,003 ..... EDIT THE SECOND: Now at 1,200,000K as of 10:15:10 Rate of increase appears to be approximately 300K/second. Edit III: Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down. Edit IV: son of Edit: Crash output: Assertion failed Program: C:\Program Files\City of Heroes\CityOfHeroes.exe Time: Wed May 19 10:34:38 PM Process ID: 896 File: c:\src\utilitieslib\utils\superassert.c Line: 1857 Expression: 0 Error Message: CRT abort() called ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted Last windows SYSTEM error: Not enough storage is available to process this command. |
I do strange things like watch the real and virtual memory use of my applications. Before I16, CoH used to use around 500-750MB of real and virtual memory (1.0-1.5GB total) on load, and then relatively quickly rise to around 1GB of each (about 2.0GB total) as soon as I did anything non-trivial, and then it would slowly rise from there. In particular, every time I zoned (at least for the 1st time in a given zone) or met a large crowd of characters, my memory usage would increase. As far as I could tell, it would never go down. If it topped around 3GB of combined real and virtual memory it would crash. (This isn't totally unexpected, since 32-bit Windows limits processes to 3GB of addressable RAM.)
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So, real memory will always be < virtual memory, and it makes no sense to add the two numbers together.
EDIT: I noticed that in the Windows 7 task manager at least, "real memory" has been renamed to "Memory (Private Working Set)" and "virtual memory" has been renamed to "Commit Size". Those names do describe what the values really are a little better.
Also, the per-process limit for 32-bit programs on Windows is 2GB of address space, not 3GB. 32-bit CPUs can natively address 4GB of virtual memory. Windows by default splits this in half. It reserves the upper 2GB of the address space for the kernel, and gives the lower half to user programs. When a context switch happens, the mappings for the lower 2GB change with the active process, while the upper 2GB remains static for the OS to use.
1.5GB-1.7GB real memory used likely corresponds to hitting 2GB virtual memory allocated once you factor in video buffers and shared pages. It's consistent with the CoH process crashing due to address space exhaustion, so it's really a "2GB crash", not a 3GB crash. The TL;DR version is that it's allocating too much memory and never releasing it. Whether it's an actual leak, or it's just trying to cache too much and needs to be a little less aggressive and recycle more, is impossible to say without extensive debugging.
You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.
Given the age of the game engine, I'd doubt that CoH is linked with that option, but I don't have the development tools installed right now so I can't check. If anyone has Visual C++ installed, run "dumpbin /headers cityofheroes.exe" and see if there's a line that says "Application can handle large (>2GB) addresses"
Sent you a PM Television.
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You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.
Given the age of the game engine, I'd doubt that CoH is linked with that option, but I don't have the development tools installed right now so I can't check. If anyone has Visual C++ installed, run "dumpbin /headers cityofheroes.exe" and see it there's a line that says "Application can handle large (>2GB) addresses" |
You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Try this on for size: I just let the game sit at the login screen for about twenty minutes and it's grown to, as of this post, 945,000KB with a steady process rate hovering around ten percent. At the LOGIN screen. Doing nothing.
Time/size 10:02:50 /962,XXXKB 10:03:15/ 972 10:03:30 /977 10:03:45/ 986 10:04:15/ 992 10:04:45/ 1,003 ..... EDIT THE SECOND: Now at 1,200,000K as of 10:15:10 Rate of increase appears to be approximately 300K/second. Edit III: Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down. Edit IV: son of Edit: Crash output: Assertion failed Program: C:\Program Files\City of Heroes\CityOfHeroes.exe Time: Wed May 19 10:34:38 PM Process ID: 896 File: c:\src\utilitieslib\utils\superassert.c Line: 1857 Expression: 0 Error Message: CRT abort() called ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted Last windows SYSTEM error: Not enough storage is available to process this command. |
I am new to all this so can you break it down for me newbie style and tell me:
What program to use to get this data?
What data you want and exactly how you want it?
What parameters are normal and what is way too much?
I so want to help get all the lagging and crashes and so forth fixed, but someone lead me in the right direction.
Search for hijackThis and CoHHelper - those are the two reports Tech help usually want. Coh helper is a fan-made program that run the dxdiag program then trims out the trash, IIRC. Hijack this is a commonly used program that shows what processes are running and some other stuff.
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Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.
I had the oddest crash last nite. My 2 roomies and I played coh for most of a Sister Psyche last nite. We run Xfire (great program) with our friend in Lincoln nebraska. After about 3.5 hrs (we finished at 4hrs) All three of us got mapserved and a slow to get back on. Our lincoln friend was fine and we were all 4 of us still talking through xfire. Next mission full drop, we were still talking just fine and I could access all my regular webpages but we couldnt log on nor could I access the Coh Main page. A restart took care of it, but we didnt restart the modem or router.
All three of us have very different machines and are hardlined to the router. But to be denied Coh main page and Logon but not wiki or any other service or webpage is just too coincidental.
I had the oddest crash last nite. My 2 roomies and I played coh for most of a Sister Psyche last nite. We run Xfire (great program) with our friend in Lincoln nebraska. After about 3.5 hrs (we finished at 4hrs) All three of us got mapserved and a slow to get back on. Our lincoln friend was fine and we were all 4 of us still talking through xfire. Next mission full drop, we were still talking just fine and I could access all my regular webpages but we couldnt log on nor could I access the Coh Main page. A restart took care of it, but we didnt restart the modem or router.
All three of us have very different machines and are hardlined to the router. But to be denied Coh main page and Logon but not wiki or any other service or webpage is just too coincidental. |
Athlon X64 5000+ (2.6Ghz) 3GB RAM
ASUS (nVidia 420 series) Mobo
XP Pro SP3
All drivers up to date.
ATI HD 4850 512MB
or
nVidia 9800 512MB
Would you please put your contact information (the best way for me to get in touch with you) in the crash report and mention "Television"? Then PM me. Once you do, we'll find your crash report and get the context we're missing. The more info we have, the easier it is to track these kind of issues down.