[Bug 29168] Star Wars: The Old Republic game client hangs at intro splash

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Mar 15 14:26:54 CDT 2013


http://bugs.winehq.org/show_bug.cgi?id=29168

Alex <alexzk at mail.ru> changed:

           What    |Removed                     |Added
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                 CC|                            |alexzk at mail.ru

--- Comment #239 from Alex <alexzk at mail.ru> 2013-03-15 14:26:54 CDT ---
Game still suffers from pereodic lags.

If you will open CPU graph over time on 2nd monitor, you will see that there
are "downpeaks" when lagg happens. CPU usage drops from 80% on my machine to
20% and inside game fps drops from 40 to 0-5. Looks like game takes sleep()
somewhere atm.

So I decided to try 1st patch from here (proof of conecept). It gave me
downpeaks like each couple seconds. Dedicated thread (last patch) gives
downpeaks each 45 seconds about.

So I combined them: dedicated thread + critical section:
thread.c:
static void update_shared_data_time(void) ->>> void
update_shared_data_time(void)

and

critsection.c

extern struct _KUSER_SHARED_DATA *user_shared_data;
extern void update_shared_data_time(void);
.......
NTSTATUS WINAPI RtlEnterCriticalSection( RTL_CRITICAL_SECTION *crit )
{
    update_shared_data_time();


That looks much better. I don't see downpeaks last 30 minutes at all. May be
somebody smarter can improve idea and put more calls to function somewhere else
?
Also it works with 1.5.20 couldn't run with 1.5.25.

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