Chemistry Performance Testing Performance Reports

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brappl
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Post by brappl » July 21st, 2017, 7:47 am

I had a feeling I was missing something and I did read and reread the page. I still have those games and will be starting another today so will get back to you with more detail ;)

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brappl
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Post by brappl » July 22nd, 2017, 9:05 am

I've posted color results on your page for color testing. I've had some long sessions in a few of my worlds and am not experiencing any in game problems. No crashing, stuttering, spikes in RAM usage or files bloated. I will keep testing as I play. Let me know of any other things you would like me to watch for :)

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Post by Chain_Reaction » July 22nd, 2017, 11:16 am

I think that's a good sign. Can't think of anything else at the moment. Of course if other's want to join in with their results that would be great. At this point it looks good though. I have taken a short pause from working on the mod to give some attention on our new home but I will be returning to it in a few weeks to work on getting a new build out for more performance testing and (hopefully) a playable build sometime after.

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TreyNutz
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Post by TreyNutz » August 10th, 2017, 8:12 pm

I've completed some testing on Chemistry.

Computer specs: Intel Core i7-3770, 16 GB RAM, Nvidia GTX 770, SSD for the C: drive.

In the save I used my sims are on vacation in Isla Paradiso. This is the fixed up version by ciane. I had saved at midnight the day the arrived. For this test I used MC to give all the residents the Retired career so they would be some sims available to go to community lots. Not many showed up on the Baseline test anyways. I removed Shimrod's Townies On The Town mod for the test with Chemistry installed and I generally had a few more inactives show up for some reason. I probably should have thrown some parties.

Size of the starting NHD file: 64,281 KB

Baseline:

RAM usage right at startup, then midnight for 3 days:
1852 MB, 1577 MB, 1350 MB, 1644 MB

NHD size after saving and quitting: 67,780 KB

With Chemistry installed:

I had constant script errors on my 2 active YAs. I've uploaded some of them. At first I thought it was due to the CC they were wearing, so I took one of them and switched all his outfits to use only EA clothing. Still got script errors. Then I thought maybe they had too many outfits. Each had 4 Everyday outfits and the standard 8 Martial Arts outfits because they had both mastered Martial Arts. I used MC to remove all extra outfits and that stopped the errors for both of them.

I wondered if the script errors were because the sims had more than one outfit in a category or more than three. So I added 2 new Everyday outfits on one sim, no errors. But started getting script errors when I added a 4th Everyday outfit. Those are the 10 kb script errors. I exited without saving

Next I wondered whether the script errors were due to the 4th Everyday outfit, or whether the 8 Martial Arts outfits were also a problem. I reloaded the save, and immediately removed the 4th Everyday outfit on both, leaving all the Martial arts outfits. A minute or so later the game crashed. I repeated removing just the 4th Everyday outfit after reloading, since the crash could have been anything, but the game crashed a 2nd time just like before. Perhaps the mod doesn't like 8 Martial Arts outfits?

Reloading a 4th time I immediately deleted 7 of the MA outfits leaving all 4 Everyday outfits. No crash and started getting script errors again (the large ones I've uploaded). These are the same as I as the first ones I was getting (which I didn't upload, but I can if you want).

For the actual Chemistry test I did, I reloaded a 5th time, and immediately removed 7 MA outfits and 1 Everyday outfit from each sim. No crashes or script errors.

RAM usage at startup, then at midnight for the next 3 days:
1870 MB, 1516 MB, 1593 MB, 1590 MB

NHD size after saving and quitting: 67,053 KB

I have recent save in a more aged homeworld (Barnacle Bay) I will test on. And this time throw some parties so the community lots are more populated.

I did see a lot of sims getting hearts and thoughts of brown haired sims. And few blonds too. This happened mostly towards the end of the 1st day. I didn't see as much of that on the 2nd or 3rd day. I didn't get as many NPCs to the festival lot or the hot spot on those days though. I did see 3 lightning bolts in my 2 YA's relationship panel, one on a blond sim, one on a red haired sim, another on a black haired sim. Nothing on any of the brown haired sims.

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Post by Chain_Reaction » August 11th, 2017, 4:39 am

Ah ha, it does indeed dislike Sims having more than 3 outfits in any category. I used a fixed size data set for performance reasons and additional outfits makes that messy. I'll have to ponder how to proceed on that. The Martial Arts outfits shouldn't have any significance, the mod doesn't touch those. Wonder what was causing the crash...

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Post by igazor » August 14th, 2017, 12:39 am

One thing I've learned here is that I am no longer capable of playing 3 sim days in a row for testing purposes, even when in my "Let's Hurry Things Up and Get Some Results" play mode. Am far too easily distracted in-game and then real life demands take me away from whatever I was doing. But that's all beside the point I guess.

So my results, when I'm finished, will not be on 3 consecutive sim days all run in one game session either pre- or post-Chemistry. But then I don't play that many consecutive sim days in one session when I'm playing normally either. For whatever that's worth.

Maybe I'm still on the verge of Chemistry taking hold. It's been around 30 sim hours since initial load, and it was funny to see EA's initial attraction messages putting up one last round of attempted silliness just as Chemistry's hearts and music thing was beginning to take hold at maybe it was around the 26th hour mark or so. EA's have subsided now and I expect they will stay that way, at least for the sims currently on screen.

But now after making you read all that drivel, we come to my question. My active sims' Romance menus are either disappearing completely on one inactive at a time (in the room/bar, with Chemistry slowly taking over) or else they are reducing themselves to Romance > Consider Attractiveness only with no other options showing. My active couple, faithful and happily married, still have full Romance menus towards each other. Is this to be expected or maybe some kind of interim condition?

I haven't seen a single script log beyond the usual ErrorTrap at just after startup stuff and there are no color reports or indications of strong attraction to anyone yet. Not all of the sims in the room have brown hair but plenty of them do as I tried to put a mix together. My married couple have brown and green (plant sim) hair respectively. It's getting late in early am in that bar, maybe I'm reporting too soon though and need to wait for nights two and three before being so curious as to what is supposed to be happening.

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Post by Chain_Reaction » August 14th, 2017, 5:57 am

Okay that's odd, currently the mod doesn't touch conditions of the romantic menu so I'm not sure what would be causing that. I plan to alter the outcome of romantic socials when I figure out the maze that is the STC system but as of now nothing touches it.

As for what should be happening, you should be seeing hearts being played far too often, lightning bolts in the relationship panel and some attraction messages about young adults with brown hair. Only adults will give the full effect as they have the most flushed out attraction profiles. They aren't required for the performance part though, the mod is still building data regardless of what active Sims you have.

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Post by TreyNutz » August 16th, 2017, 7:38 pm

I tried to do another test with the Chemistry mod; it didn't go very well. I used the same household as above. They returned from Isla Paradiso to their homeworld (Strangetown, a CC world). The household now has 4 YAs and 3 children. I did remember to make sure all sims had 3 or less outfits in each category.

I started with a save around 1 AM. I did baseline testing first. Late afternoon on the 2nd day I had a sim throw a party at a venue which was supposed to be a hot spot but virtually no other sims were there. I invited 20-24 sims which, in retrospect, was too much. I got Error Code 12 attempting to save midway through the party. So I just continued playing and the game crashed a few minutes later. RAM usage via Task Manager was well under 3.0 GB (2.6 maybe, I didn't write it down), but under the Details tab the commit size was just over 3.2 GB at the time of the EC 12 and >3.5 GB at the time of the crash. I had made a save at midnight of the first day. I reloaded that save and completed baseline testing, except this time I didn't throw any parties (hot spots and the festival was well attended this time).

Starting save NHD file size was 71,359 kb (for both tests). For the baseline test RAM usage started at 2331 MB then at midnight the next 3 days: 2137, 2125, 2049, and the NHD file size ended up at 76,508 kb.

Then I attempted repeat with Chemistry installed. I saw very long freezes lasting 20-30 seconds where certain animations continued (fairy wings, fountain spouts) but time froze and sims didn't move except for a few fits and starts during the freeze. Then the game would run normally for 20-30 seconds. Then it froze again for another 20-30 seconds. And that just repeated over and over. This started a minute or two after loading up the save and continued until 5 pm the first day when I threw in the towel, saved, and quit. I was hoping the mod would finishing processing sims and perhaps the freezing would stop but I never got to that point. RAM usage started at 2370 MB and went down to ~1900-2100 MB for most of that time. NHD file size at the end was 73,936 kb. I didn't notice any hearts or attraction notices and never checked the relationship panel for bolts, but then I didn't even get through 24 hrs. I did remove the mod and load up that last save just to check out the performance without the mod installed. Game performance was back to normal. It's a little sluggish compared to a new game, and has the occasional 1-2 second freeze, but nothing like what I was seeing with Chemistry installed.

Big performance difference from the IP save I used above. The game was totally unplayable. I only stuck it out so long because I thought the freezing might end when the mod was done processing sims. Possibly relevant facts about this world: age is Week 12 Day 7, 109 residents, 87 service sims, 13 homeless sims, no tourists (I've disabled tourists and animals via Register), the 2 parents sims in the active household have 24 kids together, and each has another 6 or so kids unrelated to the spouse. They raised some 15-20 plantsim children who have all moved out, there are a few alien kids, and 2 of the current YAs in the household are mermaid-fairy hybrids.

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Post by Chain_Reaction » August 20th, 2017, 4:50 am

Well that's unfortunate. I did fear things would be rough in established worlds. If you have time give it another go and leave the mod in longer (at least a Sim day). It has to build a big cache table and it's going to drag the game till it does so. I'm curious if it ever stops. There's definitely adjustment to be had though. I can try processing one outfit category at a time vs all of them. Unfortunately that will make the awareness of the Sims less instant. Got to find the right balance.

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Post by igazor » August 23rd, 2017, 3:07 am

Intel Core i5-2500 (2.7 GHz)
8 GB RAM
Radeon HD 6770M
(iMac running Win 7 through Bootcamp)

-- Setting is Bridgeport, this is within my ongoing years old epic legacy game but this is one of the less progressed Traveler connected worlds within it. So, there is certainly an amount of overhead here but didn't think it would be overwhelming.
-- World is around 7 sim week old. It has some very progressed sims in it who moved here from elsewhere, but I'm not playing them actively here. A few of them are occasonally on scene as inactives.
-- Population 122 Residents, but that includes 6 pregnancies, typical number of Service, 12 Homeless, SP is running on Normal Speed
-- Active Household is one I've never played before, so they are not far progressed to start. Married (Faithful) couple, one child, and a dog. One sim is very pregnant.
(This household was brought in by SP Immigration a few sim weeks ago, never paid them much attention. Now I've fallen in love with them and want to incorporate them properly into my story line, so this entire exercise will not be a total loss.)
-- I keep pushing the two adults into situations where there are 10-15 sims on the lot socializing, etc., except for downtime when my sims need to sleep and take care of other needs.

I'm not going to report precisely on world size bloat or RAM usage as there wasn't any appreciable difference with vs. without the mod. World nhd size is about 105 MB, RAM usage ranges from starting out at 1.8 GB to 2.5 GB and steady at the end of a session either way.

After about 24 sim hours, as described previously, I started slowly getting the hearts on screen and lightening bolts. The game became sluggish, but it was tolerable. Didn't get a single script error (other than the usual routine stuff), but didn't get a single Chemistry related attraction message either. Responsiveness returned when my sims went home.

At almost 48 sim hours in, afraid I got the same kind of lag and freeze that Trey described most recently. This is indeed Bridgeport in all its route failing glory (somewhat fixed up, and Ellacharmed's version) and SP on Normal takes a toll, but not like this; the game became and stayed unplayable for sim hours so I saved and stopped there. Was not getting any more hearts or lightening bolts on Day 2 at all. One of my sims got an EA initial attraction message when they met someone new, the other did not. Still not a single notification about Chemistry attraction to anyone and nothing about hair color since the beginning.

Next post for the oddities.

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