RE: [GD-Windows] Win2K SP2 debugging slowdown?
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From: Emmanuel A. <emm...@wi...> - 2001-10-03 13:00:16
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I have also a strange problem... My game (it is at a very early stage) runs at 1-2 fps in release mode when I launch it under the debugger. When I launch it without the debugger, it runs at 90 fps... There's no massive deallocations, no use of exceptions... I know a launch in the debugger should be slower than a real launch, but not that much ??? Emmanuel > -----Original Message----- > From: Javier Arevalo [mailto:ja...@py...] > Sent: mercredi 3 octobre 2001 14:29 > To: GDWindows > Subject: Re: [GD-Windows] Win2K SP2 debugging slowdown? >=20 >=20 > If only it were that easy. :) >=20 > The situation happens when the game is run under the=20 > debugger, using the > debug runtime or not doesn't make a difference. The slowdown=20 > magnitude is > huge, about is a few seconds (5-7) versus a couple tenths of=20 > a second so I > have ruled out cache, fragmentation and similar issues. >=20 > Besides, why does it happen only after installing the Win2K=20 > Service Pack 2? > I guess it has something to do with additional security=20 > features of the SP2 > for processes that run under a debugger, but that's just my=20 > own elaboration, > and still leaves me with no idea what triggers the slowdown=20 > and how to fix > it. >=20 > The hardware configuration doesn't matter, since it's=20 > happened everywhere > from 2-year-old P3-450's to brand-new 1.4GHz AMDs, 256 or=20 > 512Mb RAM. Heh all > machines have NVidia cards but I really doubt that has=20 > anything to do, since > the slowdown happens in areas with zero D3D interaction -=20 > sound and massive > memory deallocations so far. >=20 > Javier Arevalo > Pyro Studios >=20 > ----- Original Message ----- > From: "Tom Forsyth" <to...@mu...> > To: "GDWindows" <gam...@li...> > Sent: Wednesday, October 03, 2001 1:47 PM > Subject: RE: [GD-Windows] Win2K SP2 debugging slowdown? >=20 >=20 > > Sounds like the debug runtime is checking every freed block=20 > to make sure > you > > haven't scribbled off the ends. When you allocate stuff, it=20 > pads the start > > and end with some special characters. IIRC, it pads 16=20 > bytes off start and > > end with FD. When you call free() or delete() or whatever,=20 > it checks that > > the FDs are still there. > > > > I have no idea hy it does this more or less than normal=20 > though - maybe > > because your memory is heavily fragmented on those runs, so=20 > cleanup is > quite > > messy? > > > > Tom Forsyth - Muckyfoot bloke. > > > > What's he up to now (and can I have a go)? > > http://www.eidosinteractive.com/downloads/search.html?gmid=3D86 > > > > > -----Original Message----- > > > From: Javier Arevalo [mailto:ja...@py...] > > > Sent: 03 October 2001 08:28 > > > To: GDWindows > > > Subject: [GD-Windows] Win2K SP2 debugging slowdown? > > > > > > > > > Hi all, > > > > > > We have been tracking a weird situation we have, where on > > > some of our dev. > > > machines our game takes several seconds to shut down. We > > > eventually found > > > out the following: > > > > > > - The game must be running in a debugging session under MSVC > > > (haven't tried > > > other debuggers). > > > - The computer must have Windows 2000 _with_ service pack=20 > 2 installed. > > > > > > The slowdown happens during a loop that deletes several > > > thousand dynamic > > > memory blocks. Most of the time, sometimes it doesn't. > > > Similar symptoms also > > > appear in other places, like our streaming music decoding thread. > > > > > > Running MSDEV under VTune we found that, when the slowdown > > > happens, most of > > > the time during that loop is spent inside the operating=20 > system, spread > > > half-and-half in two functions: RtlCompareMemoryUlong() and > > > RtlFillMemoryUlong(). >=20 >=20 >=20 > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >=20 |