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Zeus loadout screen triggers fps issue
Closed, ResolvedPublic

Description

I sometimes experience the following problem on the official zeus servers:

When I switch to the loadout overview in the respawn menu it happens relatively often that the fps drop really low (~4fps). It seems that a large amount of loadouts is more likely to trigger this problem.

When this problem occurs the respawn timer also is slowed down.
Even after respawning the fps are very low and do not recover. Reconnecting is the only solution - but it is very likely that the same problem occurs again.

I think this problem started with Version 1.36 or 1.38. I never experienced this problem before at least.

Details

Legacy ID
1879914901
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Zeus - General
Steps To Reproduce
  • Connect to server with zeus mission
  • 'Play as Zeus to set all loadouts for one side to be available'
  • Play as regular player (on the side you set all loadouts to open for)
  • Open the loadout screen on the respawn dialog

Event Timeline

sgtpepper set Category to Zeus - General.
sgtpepper set Reproducibility to Always.
sgtpepper set Severity to None.
sgtpepper set Resolution to Fixed.
sgtpepper set Legacy ID to 1879914901.May 8 2016, 11:39 AM

The steps to reproduce was missing one important step:

  • Connect to server with zeus mission
  • 'Play as Zeus to set all loadouts for one side to be available'
  • Play as regular player (on the side you set all loadouts to open for)
  • Open the loadout screen on the respawn dialog

Priority should have been set to high
Severity should have been set to highest setting
Reproducibility is always, you can always reproduce the problem, regardless of conditions
Status is old, this has been a bug sense the beginning of the Zeus release.

I updated the ticket with your additional information.

The meaning of the status field is the state of the ticket itself and not if it is a new bug. I cannot adjust the Priority/Severity.

oh, ok, cool then, it should be all set then, thank you.

Should be fixed in the next dev branch update.