Strange hanging - slow network performance with TS 7.6?

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Strange hanging - slow network performance with TS 7.6? // Tech Forum

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Post by spyfrog // Oct 20, 2008, 11:39am

spyfrog
Total Posts: 181
Hi everyone.


I have big problems with network performance and TS, I think.

I have saved a project on a network share. The scene is about 15 mb in size (it is my MMC). To save this, it takes about 2 minutes! Absurd. This isn't caused by bad network perfomance, to save 15 mb from explorer takes almost no time (the network share is about as fast as my local disk when I try this).


Currently I have tried to apply texture to a selection of an object (a selection of faces) and I have waited over 5 minutes this far for TS to apply this.


During this time, some part of TS seam to work but you can't move other things....I find this very stupid - I would rather take standard windows hourglass so that I know that TS is working! Why does TS looks like it is ready when it is really working?


I know that TS haven't hanged on me - this happend yesterday also. Then it took about 5 minutes to apply a simple texture to a object group...


I think this is because it is saved at the network, but why is it so slow when the network server is responding fast? I currently listen to an MP3 of the same server and have tried to save a file from another application, all goes very fast except TS saving of files and now when I try to apply texture...


Is there strange thing happening with TS and network speed? I use XP 64 bit and Linux as file server.

Can I do something to get TS to speed up on the network?

Post by mrbones // Oct 20, 2008, 11:47am

mrbones
Total Posts: 1280
pic
How large and what format is the texture?

Post by spyfrog // Oct 20, 2008, 12:10pm

spyfrog
Total Posts: 181
How large and what format is the texture?


It was actually not even a texture - it was only a color.

However, this time it actually hanged. Last time it took about 5 minutes.


I think I will have to try to change my project over to local disk to see if that improves speed of saving and other things. It will however mean that I need to take manual backups...

Post by Nez // Oct 20, 2008, 11:18pm

Nez
Total Posts: 1102
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Well I can't comment on your specific set-up, but I run TS on a networked PC, but with TS installed to hard-disk. I always save to disk during my sessions and then back-up to the server separately and don't tend to have any problems with that. Really I need to back up more often, but I've always been bad at that....


Having said that, large TS scenes/files (even a couple of MB) etc regularly cause tS to slow up sizeably to the point where it becomes very sluggish, although I expect it's at least partly due to my modelling approach (deep hierarchies etc aren't uncommon.... that 'Seal to Good Modelling' chapter is something I need to read again!)

Post by spyfrog // Oct 23, 2008, 10:44am

spyfrog
Total Posts: 181
Well I can't comment on your specific set-up, but I run TS on a networked PC, but with TS installed to hard-disk. I always save to disk during my sessions and then back-up to the server separately and don't tend to have any problems with that. Really I need to back up more often, but I've always been bad at that....


Having said that, large TS scenes/files (even a couple of MB) etc regularly cause tS to slow up sizeably to the point where it becomes very sluggish, although I expect it's at least partly due to my modelling approach (deep hierarchies etc aren't uncommon.... that 'Seal to Good Modelling' chapter is something I need to read again!)


The problem with the hierarchies is that they are hard to avoid in my opinion.

It would be better if TS could handle them, cause they are very good for keeping order in a project.

Post by Nez // Oct 24, 2008, 2:21am

Nez
Total Posts: 1102
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Oh I agree - I've got into a habit of using them as I tend to make small assemblies, and attach to bigger assemblies, which I need multiple copies of etc.... tends to be common problem with mechanical/architectural type situations (like your train or my starfighter for example). I know the guidance suggests using boolean unions for non touching parts etc, but presumably this causes headaches for texturing and UVs too...

I doubt I'll completely get out of the habit of hierarchies, but I understand the aim is to make them as flat as possible so they are wide rather than deep...
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