Difference between revisions of "Thread:Talk:XanderCat/Shielding Success Rates Mystery/reply (20)"

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(a few additional notes added to the thread response)
 
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Thank you, Wompi.  That is very helpful.  From the round log, looks like there are occasional skipped turns, but the the first round where most things are initialized is the worst.
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Thank you, Wompi.  That is very helpful.  From the round log, looks like there are occasional skipped turns (most likely due to the wave surfing drive and guess factor guns, but these sit idle when bullet shielding is active, and bullet shielding is much less processing intensive).  However, the first round where most things are initialized is the worst.
  
 
So it's probable the problem isn't with the JVM doing the shielding calculations but rather how much time each system is allowing and how long it takes my initialization code to run (which I can work on, but it may also be true that different JVMs take different amounts of time for different types of initialization).   
 
So it's probable the problem isn't with the JVM doing the shielding calculations but rather how much time each system is allowing and how long it takes my initialization code to run (which I can work on, but it may also be true that different JVMs take different amounts of time for different types of initialization).   
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Both your system and Voidious' system are using the Server VM, and that makes me suspicious.  I need to try out a Server VM and see what happens.
 
Both your system and Voidious' system are using the Server VM, and that makes me suspicious.  I need to try out a Server VM and see what happens.
  
It should be noted that if this is the problem for Voidious, DivineOmega, and perhaps others, it is affecting overall performance and not just on the bullet shielding.  If I can find a way to fix it, overall performance could improve some.
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It should be noted that if this is the problem for Voidious, DivineOmega, and perhaps others, it is affecting overall performance (in the first round at least) and not just on the bullet shielding.  If I can find a way to fix it, overall rumble performance could improve some.

Latest revision as of 15:11, 16 February 2013

Thank you, Wompi. That is very helpful. From the round log, looks like there are occasional skipped turns (most likely due to the wave surfing drive and guess factor guns, but these sit idle when bullet shielding is active, and bullet shielding is much less processing intensive). However, the first round where most things are initialized is the worst.

So it's probable the problem isn't with the JVM doing the shielding calculations but rather how much time each system is allowing and how long it takes my initialization code to run (which I can work on, but it may also be true that different JVMs take different amounts of time for different types of initialization).

Looking at the info provided by the run time loggers, the averages between my system and yours aren't all that different, but the peaks shown on yours are an order of 5x what they are on mine. The radar peaks are even worse, which is weird. A typical greatest peak for my radar on my system is 0.25 trialing down to less than 0.1 by the 3rd peak, whereas on your system they start at 9.9 and are still above 0.8 by the 5th peak. (note: peaks are over the entire however-many round battle, as are the averages)

Both your system and Voidious' system are using the Server VM, and that makes me suspicious. I need to try out a Server VM and see what happens.

It should be noted that if this is the problem for Voidious, DivineOmega, and perhaps others, it is affecting overall performance (in the first round at least) and not just on the bullet shielding. If I can find a way to fix it, overall rumble performance could improve some.