ValveSoftware / ValveSoftware/Fossilize
Fossilize seems to be inaccuratly estimating current progress
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 780
- Forks
- 78
- PR merge metrics
- No merged PRs in 30d
Description
Recently I had fully compiled the shaders for Deadlock and the first 80% was kind of fast. Taking exactly an hour. An hour later it was at 91%. An hour after that 95%. With the remaining 5% taking an additional hour and a half. The problem seems to be that the replay doesn't calculate total frames correctly. At 0% there the log states it was on frame 0 out of 162,056. However, by the time 100% rolled around this number grew nearly to be 1,101,139.
I know my computer isn't great, so I understand it takes a long time, it's just hard to estimate how long it'll be taking with the percent not even closely aligning with total time.
Specs:
Manjaro Linux 6.10.6 kernel at time of processing
555.x GPU driver at time of processing
I5-4440 cpu
24 gb ddr3 ram
GTX 1070
shader_log.txt
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the attached shader_log.txt and trace how the replay reports its frame totals and percentage progress. Compare the initial total of 162,056 frames with the final total near 1,101,139 to identify where the estimate changes. Done means progress reflects the actual replay workload closely enough to provide a useful completion estimate.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100