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I am getting different results from what others are claiming here about graphics settings.
Bear with me, as it's a bit involved, but I'll describe my testing routine.
- I start out running on my main system with the "Ultra" graphics preset (an i7-7700k with an Nvidia GTX 1080 Ti).
- Before taking any action with a sim whose model is not loaded (so, on a higher floor than what I am presently viewing), I make a new save file.
- I take the action and observe whether the simulation delay and/or teleporting takes place - note that it doesn't necessarily happen every single time under this circumstance.
- If it does, I fully exit the game (to Desktop), re-launch and load the save I took to make sure the bug triggers again without changing any settings.
- If it does, I lower the graphics settings, fully exit the game (to Desktop), relaunch, reload the save and check again, continuing this process through each graphics preset.
- If the bug occurred on every graphics preset, I copy the save to my laptop (which has an Nvidia 870M and I run on the "Medium" graphics preset), load up the save and check if the bug happens.
- I also copy the save and load it up on my old PC, which has an AMD HD 7970 and I run on the "Low" graphics preset.
So far, I've repeated this process 24 times with 3 different sim families - 1 with 2 sims, 1 with 4, and 1 with 8 - each family has a different house size ranging from pretty small to extremely large. In all cases, every occurrence of the bug (teleporting and/or long simulation delay) that took place on the Ultra setting with my main system also happens on all other presets and on both other systems.
So you'll forgive me, but I have a hard time accepting that graphic settings make a difference, and it's not just "feeling like" it's happening less because it doesn't happen every single time you try to take an action with an unseen sim.
This isn't a knock against anyone making this claim, mind you, I just don't want QA to think this is solved or has a work-around that makes actually fixing it a lower priority.
Your last paragraph is exactly what grew to concern me: I don't want them thinking this is fixed.
Your testing here is so methodical and so thorough that I feel it's sensible, for me personally, to defer to you on this.
Basically, when I tested for this most recently, I was looking for a single instance in which it occurred. I was waiting, in a sense "daring" my system to glitch. It did. And the same glitch (!) ... my two sims started down the staircase after a long delay, and only when I went upstairs and focused on them. To me, that was it, BZZZZT, game over.
To me, the ideal is, this doesn't happen. Like the game used to be. Before this patch. When sims went about their business like normal little citizens and these problems weren't constantly hanging over game play.
Thank you so much for this post.
(This is also not to discourage any other testing from anyone else. I feel some interesting things are being uncovered, and maybe they can help EA with the coding to fix this? ... I don't know.)
There are certainly additional things I should probably be testing, but I haven't been keeping data on all along, so it would mean starting over somewhat. Mainly, what percentage of the time does the bug occur when there's a fully unloaded sim (and is there any commonality to when the action finally triggers, such as specific clock times), and does this percentage somehow change with different graphics presets. Likewise, I haven't gone the other direction in my testing: taking a non-occurrence of the bug from a lower preset and seeing if it happens on ultra.
I kind of suspect this is happening because the simulation thread for that sim goes into a resource saving state when the sim's 3D model becomes unloaded and the teleport and delay is seen when the lower priority members of the simulation finally trigger their event at less frequent intervals and the position is "teleported" over a larger distance as a catch-up for what would have happened during the time their simulation was effectively paused. If that state tends to trigger, say, every 15 sim minutes or something, depending on how things line up in when you queue the action, there might be times this doesn't appear to happen at all since that catch-up triggers almost right away. Note this is a guess, I don't know nearly enough about how the simulation code for the game works to even know if this is what it does.
- alanmichael14 years agoSeasoned Ace
Can it be that this bug is a collateral damage of their recent fixing of the "loft stair bug" where some stairs didn't work at all? In any case it is gamebreaking.
I could only follow the rudiments of this, and do not understand fully. I got the point very generally. I did my best!
@alanmichael1 I am not sure. Knowing very little about this stuff, I had a personal hunch at one point that it might be related to the new coding for ponds.
- @goofylittlerhino Ha! Too funny, we all seem to have a different theory on what introduced this. I was figuring it was their attempt to improve simulation lag.
As usual (to me) you are the most plausible-sounding.
At any rate.
It's sad; I haven't been having a very nice "summer of sims" at all. I keep thinking, though, that they're waiting to introduce a next new patch that fixes a bunch of these issues.
- alanmichael14 years agoSeasoned Ace@canofbutter You are probably right. Non-functional bars and micro-teleporting toddlers seem to belong in the same category