Game Hitches (GC Mark Time?)
I have a somehwat important problem, as in my game, there are quite a lot of projectiles (for a mobile game at least) and after some time (like 30-40 seconds ca.) there is a huge lag. When tracking with the STAT XXXXX commands the GC Mark Time seems to be responsible for this, it suddenly takes a huge amount of time, then goes back to 0. Will this be like this in released, final state as well? What can I do to fix this? Did I do something wrong with destroying my projectiles? (Actually they get destroyed by the end of their lifespan, so that shouldn't be it, right? And in the other cases I simply use Destroy() ...)
I'd be glad about any ideas :)
PS: My editor keeps stacking up "Deleted Actor"s in the actor list on the top right corner as well and that number just gets bigger and bigger when I shoot but barely decrements...
PS2: This issue happens on PC and on Android, in the Editor and when launched to the phone :(
EDIT: I checked with the profiler, it is indeed the GC Mark Time, taking a maximum of 1200ms at once!
Hi Nanoxin, you are probably right that it's the GC running, and this is somewhat normal in Development build. To verify your performance, there is a command line that is helpful that should remove that lag : -NoVerifyGC From the documentation:
-NoVerifyGC Otherwise expect massive hitching in Release builds at least every 30 seconds or so.
This should not be present in Shipping build.
Here is the link to the documentation :
Hope this helps!
answered Feb 25 '15 at 01:35 PM
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