Game Performance Error Code 12 - Help Discussion

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Thequesh
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Error Code 12 - Help Discussion

Post by Thequesh » January 21st, 2024, 4:22 pm

Thequesh wrote:
January 21st, 2024, 3:09 pm
I have a doubt about the text of the error log that I sent, you said that there are 271 CCs that are being logged. These 271 do not contain turnings, nor game or CAS objects, just scripted mods, is that it?

There are many that I don't even know what it is, as it only has numbers, is there any way I can find out? Are cool packages from the store also included in this count? Poses, animations, music replacements, radio stations included too?
The count of ALL files is really 271, I put it in a document here to count correctly, but there are some that I imagine are from the game system itself, and those where the number only appears, I have no idea what it is, because all CC magic mods are named, and by counting the files, both CC Magic and separate files, it is more or less than 136, without properly excluding files that are turnings or some mods that add objects as well, I did a more superficial count. I'm trying to find out where these files come from. Are the contents installed by simpacks also listed?

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Thequesh
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Error Code 12 - Help Discussion

Post by Thequesh » January 21st, 2024, 4:34 pm

CardinalSims wrote:
January 21st, 2024, 4:17 pm
The supposed conversation this was supposed to spark generating a pretty uniform "That isn't how it works in our experience, here are the steps to troubleshoot." from a handful of experienced, trusted, and long-term players here doesn't seem very subjective to me.
I never ignored what was being said, I just asked you to answer my questions, which in this case were more objective, as you were telling me things that I wanted to have data on to make a comparison with my situation, because as seen in Many forums, each situation can be different.
CardinalSims wrote:
January 21st, 2024, 4:17 pm
You're free to go about things your own way and do your own tests, but ignoring the advice of everyone with a functioning game is about where I lose the stamina to continue participating. Best of luck with your game.
Once again I never ignored it, I just wanted to seek a more objective answer with more concrete data, it was not my intention to make you feel ignored, even so, thank you for all your answers and participation.

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Thequesh
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Error Code 12 - Help Discussion

Post by Thequesh » January 21st, 2024, 9:37 pm

C-Dark wrote:
January 21st, 2024, 3:54 pm
You can use S3pe to open package files, if you look for icon or thumb you can find out what it is, I assume CC not mods, because these normally have a decent names.
I tested with CC magic and all the CCs, adding them little by little as you suggested to try to understand the list of 271 scripts, I saw that the poses are also picked up by Errortrap, and for some reason the names do not appear, only the numbering like that, and not all of them appear. Three of the scripts with those numbers are for some reason due to the NRAAS mods I use.

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ritaxis
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Error Code 12 - Help Discussion

Post by ritaxis » January 21st, 2024, 10:37 pm

C-Dark wrote:
Today, 12:48 am
with nvidia settings set to fps limit 29 (and there are other settings in nvidia for Sims 3 too)
and in-game graphics settings like this
In tutorials they always advise putting 60, is limiting it to 29 even better? I will test.

I just want to interject here that the human eye doesn't get any more information from a framerate higher than C-Dark's. Movies run at 24 fps because there's no benefit to a higher rate.

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Error Code 12 - Help Discussion

Post by puzzlezaddict » January 22nd, 2024, 1:04 am

I didn't get involved in this thread before because it already had multiple helpers, and it's easy for that kind of conversation to devolve into cross-talk and wildly different suggestions and the loss of some good advice along the way. However, as someone who at least tries to solve a lot of performance issues (mostly elsewhere), I do want to say something now in defense of the standard techniques people come across when asking for troubleshooting help.

The standard suggestions are presented without evidence or solid numbers because of two factors. One is that it's impossible to be entirely rigorous due to the immense variation both among the many mods and cc items and among users' gaming setups. For the former, no one here has tried every mod, and certainly no one else has tried a particular combination of mods once it's over a certain trivial number. For the latter, even listing hardware isn't always nearly enough information to determine the theoretical limit of that system's ability to handle Sims 3 content.

Just as an example, many manufacturers impose their own performance gradients or limits on their laptops' hardware, usually to help with cooling, and you'd need to do some rigorous benchmarking (or have access to internal company data) to figure out the settings or their practical effects. Additionally, almost all laptops come with bloatware, with Dell being a particular offender, and bloatware can conflict with other apps as well as eat resources; but maybe you bought the laptop and promptly blew away the Windows install and it's not a problem. That also doesn't get into the possibilities of overheating or conflicts with software you installed yourself.

When I'm trying to help someone, I don't want to get into an extended discussion where I back up every suggestion with evidence and hope to convince the user to follow them. I want to know how the game behaves in a vanilla state, or with only NRaas mods, because I know exactly how it should behave in that state on a given setup. If the results match the prediction, great, the problem is somewhere in the added content. If not, we look elsewhere. This cuts down on the time and effort required from me but also from the other player, and it doesn't require calculating the theoretical effects of the other content or accounting for the now-larger margin of error. This approach doesn't mean abandoning all that other content, only putting it aside long enough to run some basic diagnostic tests.

As for the rigor, Sims 3 can and does use up to around 3.7 GB RAM before crashing or throwing an Error 12; many of us have seen this in action. It also uses a maximum of 800 MB VRAM; you can verify this with benchmarking software like hwinfo or GPU-Z, subtracting whatever baseline of video memory is in use without the game open. Your report of an effective memory limit of 2.8-3.1 GB made me wonder if somehow the video memory was the difference, but I don't know enough about how the game is programmed to go further than that. Still, I'd confirm that your discrete GPU is used the entire time you're playing, that you're not seeing any automatic graphics switching. Benchmarking software would tell you this too.

Beyond that, it should be pointed out (again) that Error 12 is an out of resources condition, usually but not exclusively related to RAM. The game's memory use could be increasing in parallel to other resources, one of which is the actual trigger for the error. Here again, it helps tremendously to cut down on the number of variables in play.

As for how many mods is too many, that of course depends entirely on the mods in play. But the more mods you have, the more likely that you'll have two that conflict or one that doesn't work quite as well as it should, or one that's imperfect and another that can't handle the result. Your 271 mods (or however many you have) might be fine, and someone else's 5 mods might not be, but the chances are that something about your mod setup is less than ideal. And your game is crashing, after all, and you came here because you hadn't yet figured out why on your own.

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