110548-for-the-devs-whats-being-done-about-the-memory-leaksperformance

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Greetings everyone!
This question is for Carbine specifically, but this thread is intended to allow others to speak as to whether or not they've experienced performance issues with the game recently, or since launch, due to ridiculous memory consumption.
 
Preface: Yes, I realize we have a thread on client optimization - however, it's been well over 1 month since the last Dev post in that thread, and it's degenerated into anything but discussion about Clients or optimizing them.
 
For Carbine:
Are there any plans to address the absolutely rampant memory consumption that the client is currently exhibiting?
-For instance, sitting idle in Thayd equating to the client needing 2gb+ of RAM in order to... well, sit idle in Thayd? That doesn't sound right to me.
-Also, another great example of this are the hallways in GA; specifically, the 2nd floor hallways between Phage Maw, Prototypes, and Convergence.
-The frame rate reduction is astounding - and I'm not sure whether it's how poorly optimized the Wildstar Client is, or whether its the way GA is being drawn on the client machine, or if it's simply memory leaks occurring from code firing upon entering these pathways - I drop from a constant 60fps to a lower bound of 19fps. (gtx 780 3gb, i5 4670k OC'd @ 4.2Ghz, 750w PSU, 8gb G.Skill DDR3 RAM - it's not my system :P ).
-The issue seems to be directly tied to the doorways that you walk through to get to the next section of the hallway - there's an odd functionality where it's not possible to click on any target, friendly or enemy, that are on the opposite of the doorway from where your character stands. Also, upon turning your character so that the Client has to draw these doorways immediately drops framerate - and turning once more so that the doorway itself is not being drawn immediately increases framerate.
 
I can't speculate as to whether or not these are memory "leaks" - but all of this behavior seems to point towards that; especially the fact that a full client restart improves performance at the same position in the game (my example from above with the GA doorways is direct proof of this).
 
And if they are indeed memory leaks, I know how difficult those can be to pinpoint, especially with an application this large (Software Engineer for a living).
 
For everyone else:
Can you confirm that this kind of behavior is occurring on your machines as well? Anything to add in addition?
 
 
 
TL;DR Any word from the Devs on the memory leaks in the client? Would like to know that they're aware of the current behavior, and have some kind of idea what's causing it - or that this is new information to them, and that they're looking into it (either currently, or plan to)	
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Greetings everyone!
This question is for Carbine specifically, but this thread is intended to allow others to speak as to whether or not they've experience performance issues with the game recently, or since launch, due to ridiculous memory consumption.
 
Preface: Yes, I realize we have a thread on client optimization - however, it's been well over 1 month since the last Dev post in that thread, and it's degenerated into anything but discussion about Clients or optimizing them.
 
For Carbine:
Are there any plans to address the absolutely rampant memory consumption that the client is currently exhibiting?
-For instance, sitting idle in Thayd equating to the client needing 2gb+ of RAM in order to... well, sit idle in Thayd? That doesn't sound right to me.
-Also, another great example of this are the hallways in GA; specifically, the 2nd floor hallways between Phage Maw, Prototypes, and Convergence.
-The frame rate reduction is astounding - and I'm not sure whether it's how poorly optimized the Wildstar Client is, or whether its the way GA is being drawn on the client machine, or if it's simply memory leaks occurring from code firing upon entering these pathways - I drop from a constant 60fps to a lower bound of 19fps. (gtx 780 3gb, i5 4670k OC'd @ 4.2Ghz, 750w PSU, 8gb G.Skill DDR3 RAM - it's not my system :P ).
-The issue seems to be directly tied to the doorways that you walk through to get to the next section of the hallway - there's an odd functionality where it's not possible to click on any target, friendly or enemy, that are on the opposite of the doorway from where your character stands. Also, upon turning your character so that the Client has to draw these doorways immediately drops framerate - and turning once more so that the doorway itself is not being drawn immediately increases framerate.
 
I can't speculate as to whether or not these are memory "leaks" - but all of this behavior seems to point towards that; especially the fact that a full client restart improves performance at the same position in the game (my example from above with the GA doorways is direct proof of this).
 
And if they are indeed memory leaks, I know how difficult those can be to pinpoint, especially with an application this large (Software Engineer for a living).
 
For everyone else:
Can you confirm that this kind of behavior is occurring on your machines as well? Anything to add in addition?
 
 
 
TL;DR Any word from the Devs on the memory leaks in the client? Would like to know that they're aware of the current behavior, and have some kind of idea what's causing it - or that this is new information to them, and that they're looking into it (either currently, or plan to)
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Well, for what it's worth, I think the more prominent "optimization" issues revolve around graphical effects.  They increase in the cities and with telegraphs multiplying.  The client seems to have an issue especially running these things while the player is in motion.
 
In a way, it's not surprising.  This game looks fine, but is absolute Hell on your RAM and your GPU, and MMORPGs in general bang the processor pretty hard.
 
If there's anything that can be done, I think it's going to be in how they trace transparencies and shaders.  Nothing else seems to really be bothering my machine.  I run something like 120fps at my house, about 60 in the open world depending on where I am, and 45 in Thayd/Illium.  My bottleneck is my GPU, a GTX 760, so I have a machine with some balls, though.  I may just be powering through.
 
Optimization is an ongoing issue, though.
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But have you been in GA, and have you experienced the issue in the hallways that I'm referring to?
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For everyone else:
Can you confirm that this kind of behavior is occurring on your machines as well? Anything to add in addition?
 
 
 
TL;DR Any word from the Devs on the memory leaks in the client? Would like to know that they're aware of the current behavior, and have some kind of idea what's causing it - or that this is new information to them, and that they're looking into it (either currently, or plan to)
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Not for a while (I decided to level a few alts instead of raiding after a few runs through with my brother; my previous GM was getting testy about raid times).  I don't recall having an issue in GA, but I obviously never full cleared it and may not have gotten to the hallway you're talking about.
 
I will say this, though.  If you're running along at 60 FPS, then your camera just happens to need to completely render through one of their holographic effects (like with the sanctuary ring if it takes over your whole screen), we aren't talking a 50% loss.  Even my rig starts to chug.  Nothing else changes, just a slight difference in camera angle.
 
I may not have been through the hallways, are there a lot of transparency effects or particle effects?  Laser beams?  Telegraphs?  Or do you think the client is having a problem with masking planes (which are otherwise invisible).  If I interpret your post right, you think it might be a memory leak caused by a clipping plane?
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Hey everyone,
 
We do realize that this is still a concern in the Community, however duplicate threads make it harder for us to keep the forums clean and quantify feedback. I'm locking this thread and I ask that you please continue here. 
 
Thanks,
Team WildStar	
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