Really Bad LAG

Ever since the end of the Beta 8 run (and into 1-0), there is terrible LAG while playing the game. It is so bad it is almost unplayable. Just wondering if that is an issue you guys are tracking…

As soon as the airport gets more than 750 pax, it is really, really slow to play.

Let me know if you want me to subit a bug report or something. Im on a brand new Intel Macbook 16"

Thanks

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Just to let you guys know, I checked the logs and the F9 in game and found the dreaded

CRITICAL ERROR: Reference already exists, is the universe doomed?

So I killed that airport and started again, however, I did dig into the error a little bit and noticed that it was generated by using a template file. I cannot believe that the serialization would generate a duplicate so I guess I created the template and then used it in the same airport and that is what started it.

Anyway - New Airport - 1.0-2 - Fun Fun!

Hi, that is definitely a bug. Template should generate a copy and that error should “technically” never happen. Could you report the bugged save so that we can take a closer look? It seems something has been missed.

Fredrik- THanks for the response. No matter what airport I load now, I am getting large log files that have a lot of errors in them.

Here is what I am going to do. I deleted the game off my macbook pro- and reinstalled via steam.
I then started to play the game. Although there were no errors in the log, the game lag is awful. Even with a new airport.

Is there a way to send you my log files so you can see them?

Here are a couple of excerpts from various ariports

[03/09/2021 12:38:07] -
3/9/2021 12:38:07 PM Log
Index out of range! Index: 5309 Length: 4632 Stack: at System.Environment.get_StackTrace () [0x00000] in :0
at GenericArea.RemoveNode (Nodes.PersonNode node) [0x00000] in <83cb6d4c477846c08d67583649434717>:0
at AreaManager1[T].ValidateArea (T currentArea) [0x00000] in <83cb6d4c477846c08d67583649434717>:0 at AreaManager1[T].ValidateAreas () [0x00000] in <83cb6d4c477846c08d67583649434717>:0
at AreaManager1[T].ResetArea (UnityEngine.Vector3[] positions, System.Boolean validate) [0x00000] in <83cb6d4c477846c08d67583649434717>:0 at PlaceableObject.Remove () [0x00000] in <83cb6d4c477846c08d67583649434717>:0 at PlaceableStructure.Remove () [0x00000] in <83cb6d4c477846c08d67583649434717>:0 at DemolitionController.DemolishObject (PlaceableObject plo) [0x00000] in <83cb6d4c477846c08d67583649434717>:0 at DemolitionController.DemolishListOfObjects (System.Collections.Generic.List1[T] list, System.Boolean allowAllDemolish, System.Boolean forceDemolish) [0x00000] in <83cb6d4c477846c08d67583649434717>:0
at SelectionController+d__29.MoveNext () [0x00000] in <83cb6d4c477846c08d67583649434717>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <99bd81f9da8c4338a952a6aa4a49d45f>:0


[03/10/2021 14:39:14] -
3/10/2021 2:39:14 PM Error
CRITICAL ERROR: Reference already exists, is the universe doomed? Was using template tool: True

[03/10/2021 14:39:14] -
3/10/2021 2:39:14 PM Error
CRITICAL ERROR: Reference already exists, is the universe doomed? Was using template tool: True

[03/10/2021 14:39:14] -
3/10/2021 2:39:14 PM Error
CRITICAL ERROR: Reference already exists, is the universe doomed? Was using template tool: True

Thanks Fredrik

I’m not sure, if i’m a victim of the same Issue. But if any Airport grow about ~10k Pax a Day, it suddenly begins to Lag each 5 to 8 Seconds for about 2 Seconds. While the Lags, Clicks and Keystrokes are ignored and the Whole Time/Movement are freezing. Almost unplayable; or at least: less playable by massive fun-brake!

Had this also in Betas since November 2020. Then, i tought, my I7-4790 was simple overwhelmed by the count of objects and therefore i bought a i9-10900k with 64 GB Mem and GTx 1650.

But, surprise: Lag persists. Also with new started Port from ACEO Release 1.00.

This was that superfrustrating, i kicked ACEO out from my daily Tasks and stopped gaming.

neither can Messages like “is the universe doomed” be found in my Logs, nor found some described “Out-of-Bounds” like described by docnzok, but i also never used Template Tool/Templates; only “Direct Copy Objects” for almost all my Stands/Checking/Boarding desks.

other Different Out-of-bounds i can found in the Logs, but now matter, if there have relevance, for example:

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
Index out of range! Index: 3247 Length: 0 Stack: at System.Environment.get_StackTrace () [0x00000] in :0
at FloorManager.UnSubscribe (IndexWrapper indexWrapper) [0x00000] in :0
at EnvironmentController.OnDestroy () [0x00000] in :0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Check singleton of TaxiwayController
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

  1. System.NullReferenceException: Object reference not set to an instance of an object
    at TaxiwayConnectionManager.g__ValidatePathExists|9_0 (UnityEngine.Vector2 startPos, UnityEngine.Vector2 targetPos, Enums+ThreeStepScale size, Enums+TravelDirection travelDirection) [0x00014] in :0
    at TaxiwayConnectionManager.CheckConnectionsThread () [0x000dc] in :0 at TaxiwayConnectionManager.g__ValidatePathExists|9_0 (UnityEngine.Vector2 startPos, UnityEngine.Vector2 targetPos, Enums+ThreeStepScale size, Enums+TravelDirection travelDirection) [0x00014] in :0
    at TaxiwayConnectionManager.CheckConnectionsThread () [0x000dc] in :0
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Need a bugreport or is > 10k Pax simple the “magic limit” of ACEO? :crying

BRGDS2all!

I have this same observation when I’m playing as well. Have to pause the game to get any building done since each freeze seems to reset any click/drags I’ve done.

I’m on a Ryzen 7 2700x with 32gb ram and a RTX2080, so specs should be good… I chalked it up to having so many passengers which usually ranges from 12k-14k at one time at peak on my airport.
I could live with a slowdown, but as thedesaster32 says, it actually freezes for about 1-2 seconds every 10 seconds or so.

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I’m experiencing the same lag that occurs every 10 or so seconds and lasts for 2-3 seconds each time. It makes it extremely frustrating to play the game when it lags so much. Between lags the game runs smoothly for me, even when I get to a very large map with roughly 3,000-5,000 pax at a time. I have a computer that should be able to handle larger maps without issue: Intel i7-5820K, 32gb ram, 2x bridged GTX 950s.

Hi

How many zones does your airport show up when you activate the zone overlay?

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Hello,

I have 2 main secure zones (1 and 2), with two additional secure zones (3 and 4) out at my remote stands.

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