Ice Barrage TANKING frame rate

Seems quite serious, someone mentioned to me today how they noticed that with each cast of ice barrage their fps was getting lower and lower, I jumped on my sorc to try it and am experiencing the exact same issue. As I am writing this my FPS refuses to go above 26 while when I first logged onto the character it was well over 100.

I tested this after seeing Jay’s discord message and had the same issue. Seems to stem from the Wintry Blast node as removing the node with the tree depicted below resolved the issue.

Ice Barrage Tree

https://imgur.com/sbEB5lv

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Just tried removing the wintry blast node and can confirm it fixes the fps issues.

Unrelated to Ice barrage but Embermage’s meteor is killing fps too

Exception occured while capturing prefab state for Embermage Meteor Cast VFX(Clone)!
Exception: System.NullReferenceException: Object reference not set to an instance of an object.
  at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 
  at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 
  at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) [0x00000] in <00000000000000000000000000000000>:0 
  at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) [0x00000] in <00000000000000000000000000000000>:0 
  at AutoPoolManager.<instantiate>g__Failsafe|11_0 (AutoPoolManager+<>c__DisplayClass11_0& ) [0x00000] in <00000000000000000000000000000000>:0 
  at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) [0x00000] in <00000000000000000000000000000000>:0 
  at AbilityObjectConstructor.constructCastingVFX (Ability ability, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, UnityEngine.GameObject overridePrefab) [0x00000] in <00000000000000000000000000000000>:0 
  at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 
  at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 
  at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 
  at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab)
LE.Caching.CachedPrefab:Awake()
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
AutoPoolManager:<instantiate>g__Failsafe|11_0(<>c__DisplayClass11_0&)
AutoPoolManager:instantiate(GameObject, Vector3, Quaternion)
AbilityObjectConstructor:constructCastingVFX(Ability, Vector3, Vector3, GameObject)
UsingAbility:beginUsingAbility()
UsingMultipleAbilitiesAI:beginUsingAbility()
UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single)
UsingAbilityAI:whileActive()

Using static orb will also spam

Cannot find prefab BurstOfLightningVFX in prefab list
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
PrefabList:getPrefab(String)
BurstOfFlameMutator:Mutate(GameObject, Vector3, Vector3, UseType)
AbilityObjectConstructor:constructAbilityObject(Ability, Vector3, Vector3, Boolean&, UseType, GameObject, Boolean, Boolean, AbilityMutator)
AbilityObjectConstructor:constructAbilityObject(Ability, Vector3, Vector3, UseType, GameObject, Boolean, Boolean, AbilityMutator)
RetaliateWhenParentHit:parentTookDamage(Single, HitEvents, Actor)
DamageActionWithAttacker:Invoke(Single, HitEvents, Actor)
ProtectionClass:ApplyDamage(DamageStats, DamageSource, Single, Actor, Boolean)
DamageStatsHolder:applyDamage(ProtectionClass)
AwesomeTechnologies.ColliderSystem.MultiBeforeDestroyColliderDelegate:Invoke(GameObject)
HitDetector:hitActor(Actor)
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They are aware of this and looking into it. I found unspeccing brittle fragments also works so it seems the issue is actually Ice Burst + Brittle Fragments + Wintry Blast nodes that cause issues. Unspeccing any one of these 3 should fix the progressive FPS degradation.

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Are these being spammed with just the base skills being used or do certain nodes seem to cause it?

Turns out its flame ward related when you have - Lightning ward node
Flame ward - Frost ward will also cause this error

Cannot find prefab BurstOfFrostVFX in prefab list
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
PrefabList:getPrefab(String)
BurstOfFlameMutator:Mutate(GameObject, Vector3, Vector3, UseType)
AbilityObjectConstructor:constructAbilityObject(Ability, Vector3, Vector3, Boolean&, UseType, GameObject, Boolean, Boolean, AbilityMutator)
AbilityObjectConstructor:constructAbilityObject(Ability, Vector3, Vector3, UseType, GameObject, Boolean, Boolean, AbilityMutator)
RetaliateWhenParentHit:parentTookDamage(Single, HitEvents, Actor)
DamageActionWithAttacker:Invoke(Single, HitEvents, Actor)
ProtectionClass:ApplyDamage(DamageStats, DamageSource, Single, Actor, Boolean)
DamageStatsHolder:applyDamage(ProtectionClass)
AwesomeTechnologies.ColliderSystem.MultiBeforeDestroyColliderDelegate:Invoke(GameObject)
HitDetector:hitActor(Actor)

Each flame ward retaliation will spam the player.log

For the Embermage issues that seems to happen everywhere when they cast their meteorite

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