RE: [GD-Windows] Win2K SP2 debugging slowdown?
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From: Tom F. <to...@mu...> - 2001-10-03 15:43:21
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[grrr... reply-to-person thing is getting annoying now] The debugger sets up a debug string handler that is usually very very slow. So if you're outputting a lot of info to the debug output, that will cause serious slowdowns when the debugger is active. Remember that DirectX also throws a lot of stuff into the debug stream if you have the debug level set high. Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Emmanuel Astier [mailto:emm...@wi...] > Sent: 03 October 2001 14:00 > To: GDWindows > Subject: RE: [GD-Windows] Win2K SP2 debugging slowdown? > > > 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? > > > > > > If only it were that easy. :) > > > > The situation happens when the game is run under the > > debugger, using the > > debug runtime or not doesn't make a difference. The slowdown > > magnitude is > > huge, about is a few seconds (5-7) versus a couple tenths of > > a second so I > > have ruled out cache, fragmentation and similar issues. > > > > Besides, why does it happen only after installing the Win2K > > Service Pack 2? > > I guess it has something to do with additional security > > features of the SP2 > > for processes that run under a debugger, but that's just my > > own elaboration, > > and still leaves me with no idea what triggers the slowdown > > and how to fix > > it. > > > > The hardware configuration doesn't matter, since it's > > happened everywhere > > from 2-year-old P3-450's to brand-new 1.4GHz AMDs, 256 or > > 512Mb RAM. Heh all > > machines have NVidia cards but I really doubt that has > > anything to do, since > > the slowdown happens in areas with zero D3D interaction - > > sound and massive > > memory deallocations so far. > > > > Javier Arevalo > > Pyro Studios > > > > ----- 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? > > > > > > > Sounds like the debug runtime is checking every freed block > > to make sure > > you > > > haven't scribbled off the ends. When you allocate stuff, it > > pads the start > > > and end with some special characters. IIRC, it pads 16 > > bytes off start and > > > end with FD. When you call free() or delete() or whatever, > > it checks that > > > the FDs are still there. > > > > > > I have no idea hy it does this more or less than normal > > though - maybe > > > because your memory is heavily fragmented on those runs, so > > 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=86 > > > > > > > -----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 > > 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 > > system, spread > > > > half-and-half in two functions: RtlCompareMemoryUlong() and > > > > RtlFillMemoryUlong(). > > > > > > > > _______________________________________________ > > Gamedevlists-windows mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |