Universe Sandbox

Universe Sandbox => Universe Sandbox | Support & Bugs => Topic started by: Chaos Theory on July 03, 2017, 06:48:21 AM

Title: 3840x2160 @ 59Hz and Stuttering simulation and missing bombardment sound
Post by: Chaos Theory on July 03, 2017, 06:48:21 AM
Since the update there have been a lot of improvement. Scaling for 4K resolution is one of them I am very happy with it.

But when examining the available resolutions I see a lot of resolution which end with 59hz. How come?

That 1hz could mean a lot of trouble for video who are making video's and commenting at the the same time. In my case I use Bandicam to record the screen at 60fps (or 60hz). That means for every second I capture video Bandicam will produce one frame more than actually is displayed. If I were to comment the video live (which I usually do) and the video becomes longer than 30 minutes you would notice a slight video/audio sync problem.

So a few questions:
- Does it really ouput at 59hz?
- And has the bombardment sound been removed? Everything I let (rocky) planets collide normally there would be an explosion/rumble sound, but it's completely missing now.
- Since the update the simulation is stuttering sometimes (you can actually see it in the video below). And no, it's not my computer, which is fast enough. I made dozens of video's before the update and never had that problem.

Whole England and parts of France blown up by just a tennisball?


Title: Re: 3840x2160 @ 59Hz and Stuttering simulation and missing bombardment sound
Post by: Jar on July 07, 2017, 01:35:12 PM
Glad you're enjoying the scaling interface.  :)

The refresh rates listed are reported by the OS and our game engine, so we are simply using those. Monitors typically aren't exactly 60hz, and so the reported hz may be rounded down to 59 (see here for some more info (https://support.microsoft.com/en-US/help/2006076/screen-refresh-rate-in-windows-does-not-apply-the-user-selected-settin)). The refresh rate is not the same as FPS and this should not affect any screen recording you do.

The sounds should still be working. Please check the settings in Home > Settings > Audio to make sure Audio is turned on and the volume is up.

It seems like the stutter is most apparent when you are zoomed close into the Earth. The new cloud effects may be especially demanding at 4k, and I suspect that's where the FPS is being lost.

Crater impact size is on our list of improvements! Seems the visual is not matching the actual calculation. 
Title: Re: 3840x2160 @ 59Hz and Stuttering simulation and missing bombardment sound
Post by: Chaos Theory on July 10, 2017, 03:18:39 PM
Hello Jar,

Thank you for responding.

About the 59hz issue, why didn't I have that problem before the big update? On my YouTube channel I have lots of video's at 4K running at exactly 60hz and the program graphic settings also allowed for 3840x2160 @ 60hz.

About the Sound question. My volume settings are on and set right. It's also not my audio card, because the music and other sounds can be heared.

I found the log file, I found it at C:\Program Files (x86)\Steam\steamapps\common\Universe Sandbox 2\Universe Sandbox x64_Data and you can download it here: http://magical.tweakdsl.nl/GoT/output_log.txt

About the stutter effect, it also was visible while not zoomed into earth, and I am running this program on a very fast machine, an Intel I7 5820k processor, 64GB ram, an MSI GeForce GTX 1080TI videocard and as storage a Samsung Pro 950 m.2. ssd which can reach speeds up to 2500MB/s. Now I must say that when I record this stuff I do it all uncompressed, to save CPU and GPU strength. Therefore I raided FIVE 1 TB drives into raid 0 to reach the 710MB/s write speeds the YV12 codec needs to record uncompressed/lossless. But....this gave me no problems before, so why should it do now? I can play (and record) Battlefield 1 easily on 60fps without being 1 frame lost and you tell me this machine is not able to render some clouds?? (Okay, you said it was a maybe, but just to be sure) :-)

The fact that a tennis ball could annihilate half England was actually quiet funny, but from your standpoint you want stuff to be accurate. Small question, could you draw my country (The Netherlands) a little better? It's just a blur on planet Earth. :) The whole of Earth landmasses are low res outlines of the continents, but wouldn't it be cool to actually see some cities. Google Earth style. (oh no, there goes even more fps).

Thank you for your reply, I still think you guys did a great job with this program. I still love it. Keep up the good work.... ;-)
Title: Re: 3840x2160 @ 59Hz and Stuttering simulation and missing bombardment sound
Post by: Jar on July 18, 2017, 12:52:02 PM
If it didn't report 59hz before then it's likely because of the newer version of Unity (our game engine) we are using for this latest update. As stated in that Microsoft support article I linked to, though, this is a non-issue and is just a matter of how the frequency is reported.

I don't see anything obviously failing in your log regarding the sound issue, so I'll have to pass this onto the team. We may need some more information from you, I will let you know.

EDIT: Can you please launch Universe Sandbox and spend some time with some collisions? Then close it and send us the log without launching Universe Sandbox again. The last log was a little empty so it's possible it wasn't during a session when there should have been collision sounds.

Thanks for being a fan of Universe Sandbox and for providing all of this info.  :)