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Quota Problem
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Quota Problem
03-04-2022, 12:11 PM,
#1
4N0NYM Offline
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Quota Problem
It seems like I have a small problem with the Quota, yet I cannot see how to fix it. 

Even though I have a quite good Computer, it seems like that other Players with similar Computers can have their stuff running at 1 ms while i crash while giving them still 100 ms to render it. 

Any ideas what could cause this or where to start looking for the problem ?

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04-04-2022, 09:17 AM,
#2
mariofludd Offline
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RE: Quota Problem
Yeah SF seems to be having quota problems the past few months, I've had SF's of every kind crash even at ~100ms

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04-04-2022, 04:16 PM,
#3
Person8880 Offline
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RE: Quota Problem
There's some hard to replicate circumstances that can cause CPU time spikes. I've tweaked the quota measurement slightly to try and mitigate these, but it would be useful to know if there's some pattern (e.g. if it's always around certain functions like rendering).
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04-04-2022, 05:02 PM,
#4
The17thDoctor Offline
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RE: Quota Problem
(04-04-2022, 04:16 PM)Person8880 Wrote: There's some hard to replicate circumstances that can cause CPU time spikes. I've tweaked the quota measurement slightly to try and mitigate these, but it would be useful to know if there's some pattern (e.g. if it's always around certain functions like rendering).

I know a lot of people have been having issues with quota on a chip I made, while some could load my chip fine, some would get it to crash.
As far as I know, intel CPUs were less likely to crash compared to AMDs.

The chip itself is mainly about string parsing and mesh building (using IMesh:buildFromTriangles()), said meshes could weigh up to 4000 triangles.

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