Its still an issue. I did notice that after I purchased a premium cosmetic It would stay loaded when I pulled up the operative cosmetics. Where as every other cosmetic would reload any time I opened it up. Is there not some way to just precache these items and keep them loaded? I would accept longer load times when going into mourningstar if it meant not dealing with all the stuttering in the cosmetic menus.
could you provide a log?
I think the loading/unloading in the cosmetics menu is also a way to deal with peak memory. If we loaded everything you would quickly run out of memory.
console-2025-04-09-03.56.45-bc908516-d976-4c5e-a55f-d0d9fed7dde8.log (235.0 KB)
It was never an issue on my 3080, its only been a problem since I swapped to the 9070 xt
its still hasnt been fixed
03:59:02.527 warning: [Profiler] [main] Stall 203 ms on frame 6789:
Application::update 216 ms
RI::wait_for_fence 203 ms
03:59:02.959 warning: [Profiler] [renderer] Stall 240 ms on frame 6804:
dispatch_loadtime 240 ms
d3d12_resource_context::dispatch 240 ms
03:59:02.963 warning: [Profiler] [main] Stall 219 ms on frame 6805:
Application::update 233 ms
RI::wait_for_fence 219 ms
03:59:03.400 warning: [Profiler] [renderer] Stall 231 ms on frame 6821:
dispatch_loadtime 231 ms
d3d12_resource_context::dispatch 231 ms
03:59:03.405 warning: [Profiler] [main] Stall 211 ms on frame 6822:
Application::update 225 ms
RI::wait_for_fence 211 ms
03:59:03.832 warning: [Profiler] [renderer] Stall 236 ms on frame 6837:
dispatch_loadtime 236 ms
d3d12_resource_context::dispatch 236 ms
03:59:03.836 warning: [Profiler] [main] Stall 216 ms on frame 6838:
Application::update 230 ms
RI::wait_for_fence 216 ms
03:59:04.262 warning: [Profiler] [renderer] Stall 220 ms on frame 6854:
dispatch_loadtime 220 ms
d3d12_resource_context::dispatch 220 ms
03:59:04.266 warning: [Profiler] [main] Stall 200 ms on frame 6855:
Application::update 214 ms
RI::wait_for_fence 200 ms
03:59:04.691 warning: [Profiler] [renderer] Stall 233 ms on frame 6870:
dispatch_loadtime 233 ms
d3d12_resource_context::dispatch 233 ms
03:59:04.695 warning: [Profiler] [main] Stall 213 ms on frame 6871:
Application::update 227 ms
RI::wait_for_fence 213 ms
03:59:05.570 warning: [Profiler] [renderer] Stall 177 ms on frame 6922:
dispatch_loadtime 177 ms
d3d12_resource_context::dispatch 177 ms
03:59:05.574 warning: [Profiler] [main] Stall 158 ms on frame 6923:
Application::update 172 ms
RI::wait_for_fence 158 ms
the dispatch_loadtime is basically when creating shaders etc. And from experience AMD had had more issues with slow drivers. Not sure if this still is an issue but basically when creating ray tracing shaders they was so slow we deadlocked alot and this happens on all vendors from time to time.
Try do a clean driver install and if that doesnt help see if there is any difference of running without ray tracing. I think ray tracing shaders are created async nowdays, but perhaps this can be due to regular shaders as well. We don’t time slice this data enough I guess in this case.
can you provide a log as well?
where can i find that
i mean i tried to clean instal it so many times its just an darktide problem by now
its get realy annjoying at this point
%appdata%/fatshark/darktide/console_logs
okay got it
2:23:38.160 warning: [Profiler] [renderer] Stall 1187 ms on frame 11637:
dispatch_loadtime 1187 ms
d3d12_resource_context::dispatch 1187 ms
12:23:38.167 warning: [Profiler] [main] Stall 1190 ms on frame 11638:
Application::update 1194 ms
RI::wait_for_fence 1190 ms
12:23:39.671 warning: [Profiler] [renderer] Stall 1261 ms on frame 11655:
dispatch_loadtime 1261 ms
d3d12_resource_context::dispatch 1261 ms
12:23:39.694 warning: [Profiler] [main] Stall 1278 ms on frame 11656:
Application::update 1284 ms
RI::wait_for_fence 1278 ms
12:23:41.508 warning: [Profiler] [renderer] Stall 1478 ms on frame 11675:
dispatch_loadtime 1478 ms
d3d12_resource_context::dispatch 1478 ms
12:23:41.550 warning: [Profiler] [main] Stall 1517 ms on frame 11676:
Application::update 1522 ms
RI::wait_for_fence 1517 ms
12:23:41.550 [Window] Window => inactive
12:23:41.550 [Lua] LUA window => DEACTIVATED
12:23:44.402 warning: [Profiler] [renderer] Stall 2195 ms on frame 11694:
dispatch_loadtime 2195 ms
d3d12_resource_context::dispatch 2195 ms
12:23:44.413 warning: [Profiler] [main] Stall 2199 ms on frame 11695:
Application::update 2206 ms
RI::wait_for_fence 2199 ms
12:23:47.078 warning: [Profiler] [renderer] Stall 2333 ms on frame 11711:
dispatch_loadtime 2333 ms
d3d12_resource_context::dispatch 2333 ms
12:23:47.094 warning: [Profiler] [main] Stall 2342 ms on frame 11712:
Application::update 2349 ms
RI::wait_for_fence 2342 ms
12:23:49.595 warning: [Profiler] [renderer] Stall 2125 ms on frame 11729:
dispatch_loadtime 2125 ms
d3d12_resource_context::dispatch 2125 ms
12:23:49.616 warning: [Profiler] [main] Stall 2143 ms on frame 11730:
Application::update 2149 ms
RI::wait_for_fence 2143 ms
12:23:52.373 warning: [Profiler] [renderer] Stall 2356 ms on frame 11747:
dispatch_loadtime 2356 ms
d3d12_resource_context::dispatch 2356 ms
12:23:52.390 warning: [Profiler] [main] Stall 2367 ms on frame 11748:
Application::update 2373 ms
RI::wait_for_fence 2367 ms
12:23:55.115 warning: [Profiler] [renderer] Stall 2286 ms on frame 11766:
dispatch_loadtime 2286 ms
d3d12_resource_context::dispatch 2286 ms
12:23:55.129 warning: [Profiler] [main] Stall 2294 ms on frame 11767:
Application::update 2301 ms
RI::wait_for_fence 2294 ms
This could be were you are stalling, which indicates that the game thread is waiting on our render thread. The render thread could also be waiting on the GPU, which I dont think we print if it’s stalling.
But my guess is that they create a bunch of stuff during these creation which causing the stalls.
Did you try disable ray tracing and see if that helps? because I’ve had mostly had issues with this in the past when creating shaders, that they are so slow we are getting significant stalls for certain drivers.
Best thing would make this creation more async due to driver can change the behaviour with every update. But that’s significant re-write so I’m not sure what time frame that is feasable for that.
how do i disable rayracing