Xeon owners, I need your help!

Excellent results! It doesn't prove anything, but we need more data to anaylse like this.

It helps both theories of Unity problem and ES problem.

On the Unity problem front, he is only running a 12 core setup, with 12 HT's. You can see the bottom 12 threads are essentially doing nothing... I don't know much about scheduling, but I don't think those are active. When I put my CPUs in 12 core mode by disabling 6 on each CPU, it also runs just as fine. So in my mind, this is normal and Unity is still possibly at fault.

On the other hand, I don't know exactly for certain, but the 2699 test above MAY have been on ES chips. He said in a PM that he has both ES and retail CPUs. I don't know if he meant each socket has a different type in it, or if he has four 2699s and this system has both ES or both retail in it. If he has one ES and one retail in the system, well the 18 cores lit up and 18 cores dead silent means that yeah, there could definitely be an ES + unity bug. In that case, holy sh*t, what a bizarre problem!! It also makes sense.

So it doesn't necessarily prove anything, since I can run both ES chips in 6-core mode fine but that doesn't mean there isn't a problem.

What we need is more testing.

But if there is an ES problem in Unity games, and that's ALL the problems I would face.. I'll be happy to use this system exclusively for a rendering machine and maybe think about doing s'more eBay sniping on some retail chips (which are way rarer).

If we can find a user with a dual 12 core retail E5-2685 setup and they have the 100% bug, or just any pair of retail Xeons showing the problem, then we are back looking at Unity and the ES theory is out the window.

Sooo yeah, still calling Xeon owners :) this thread is way more productive than the Unity people :)

All my cores/threads are active. The unity game primarily only used 1 node which is why you see only 12 threads being active. Other games/benchmarks use more on my setup. Here's the CPU Z Benchmark using all my threads:
7l96YxT.png



And Here's Ashes of the Singularity using at least 18 threads:
j6HTDUd.jpg


So the Unity benchmark is either only needing 12 threads on my system or it just doesn't use more than one node.
 
All my cores/threads are active. The unity game primarily only used 1 node which is why you see only 12 threads being active. Other games/benchmarks use more on my setup. Here's the CPU Z Benchmark using all my threads:

That's sort of what I meant, the engine is only using 12 threads for some reason. Not that the threads are unusable outside of Unity, obviously they are all just threads. But I'm not sure if a game is able to tell if you have real cores or hyperthread cores. Like why are 12 cores being used but in the other guys' test he had 18 cores in use... but anyway, thanks so much for your input!
 


I have heavy usage but not 100%. That is way more then a simple game should use. Only things running are Psychocat and Steam, other then drivers and system processes. I shut down all the VMs.
 
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I have heavy usage but not 100%. That is way more then a simple game should use. Only things running are Psychocat and Steam, other then drivers and system processes. I shut down all the VMs.

holy shit....you have exact same issue op has lol...that game uses like 2% cpu normally. That looks like your running prime95 with intel burn test in the background lol:D
 
Well you at least confirmed its not just an issue from op using ES cpu's since yours is doing exactly same as his...only a matter of time figuring out whats different between the working games and the ones that load prime95 i the background lol .....ya gota give those devs credit....when they fuck up they fuck bad:eek:
 
even gang beasts (unity game) 100%'s me :(

at least I know if I disable half my cores it will run... so at a party setting when we are playing steam roulette I can still safely run a dual 6-core and no problems will occur but i hope unity is out there reading these threads scratching their heads..
 
Is it a problem with Unity Personal edition? The cat game used that.

Blizzard somehow fixed the problem in Hearthstone or are they using a different Unity dev kit then personal edition?
 
Is it a problem with Unity Personal edition? The cat game used that.

Blizzard somehow fixed the problem in Hearthstone or are they using a different Unity dev kit then personal edition?

I've got a TON of Unity games... I'd say it's 50/50 if it a game has the bug.

Gang Beasts definitely doesn't use the personal edition, yet has the bug. It spikes all cores to 100% for like 5 seconds and then the program basically crashes.

Something like Adventure Capitalist is an entirely absent of issue, it is unity... http://i.imgur.com/axWnNfB.jpg and notice it seems to use exactly one core. I guess since it was specifically written to do so, no issue can arise.

Yesterday tried out Into The Belly Of The Beast and I noticed my framerate start to get inconsistent, check my CPU usage and it seems to exhibit some sort of bug, since it uses such a large portion of so many cores... You can tell it hasn't had thought put into multithreading because all cores seem to be synchronized at a certain percent. http://i.imgur.com/DmWj5kX.jpg it's not unplayable, but I wouldn't record it like this. I would boot into dual 6-core mode and it will probably be more tolerable.

Just trying out a few random Unity games..

[click game name for full log]

Good
Dead Bits [Unity 4.1.3f3]: http://i.imgur.com/iI5tBGu.jpg
Hot Tin Roof [Unity 4.6.6f2]: http://i.imgur.com/glkhJ7M.jpg
Super Mustache [Unity 5.1.3f1]: http://i.imgur.com/NxPiH95.jpg
Bit Blaster XL [Unity 5.0.2f1]: http://i.imgur.com/iynpHgg.jpg
Grow Home [Unity 4.6.1f1]: http://i.imgur.com/N34T2Mz.jpg
Adventure Capitalist [Unity 5.1.2f1]: http://i.imgur.com/axWnNfB.jpg
Woodle Tree Adventures [Unity 4.3.4f1]

Bad
RocketsRocketsRockets [Unity 5.2.0f3]: http://i.imgur.com/79zHglz.jpg
Unity Example Demo Car Scene [Unity 5.3.1f1] (dont need screenshot)
Psychocat [Unity 5.2.1f1] (dont need screenshot)
Hooligan Fighters (screenshot if I remember later) [Unity 5.3.2f1]
Into The Belly Of The Beast (50% usage instead of 100%): [Unity 5.2.1f1]: http://i.imgur.com/DmWj5kX.jpg
Castaway Paradise [Unity 5.3.1f1]: http://i.imgur.com/1EOOnu3.jpg
The Deer [Unity 5.2.3f1]: http://i.imgur.com/MHfC0Ny.jpg
Feed and Grow: Fish [Unity 5.3.1f1]
Vector Strain [Unity 5.2.4f1]
Energy Cycle [Unity 5.2.4f1]




RocketsRocketsRockets was the worst one of this lot. The rest seem okay. It's not all Unity games.. but I have an idea. In the output_log.txt file of every unity game it seems there is a mention of the Unity engine version number. I'll see if I can detect a pattern. Lots of developers use older versions, which is why this is a problem because even if the bug is fixed, these games won't be updated unless they update their Unity version.

Keep in mind that there are easily 100 more problematic games I could show you, but these are just the ones I've tested this past week or so. I always just keep task manager open when I test games and if they bug out on me I just move into the next game.

Is it a problem with Unity Personal edition? The cat game used that.

Blizzard somehow fixed the problem in Hearthstone or are they using a different Unity dev kit then personal edition?

Super Mustache is personal edition, and it runs fine...
 
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well you should at least email each games devs with links to you forum discussions here and at the other place....sooner or later one of them should have a dev that gives a shit? Makes ya wonder how much the game devs make in profit when the game is only 99 cents lol? Unity company must get a percentage of that? Is it just you and Kirka so far? If we can get about 10 of yall reporting this maybe it would help expose it better
 
I was thinking of making a dedicated website just for this. And each time I run across a game that has the issue, making a blog post about it and linking the blog post article in a steam discussions topic...

Cuz like, here's another one: Sword 'n' Board http://store.steampowered.com/app/425230/ edit: interestingly 136 threads? http://i.imgur.com/qbhfSGT.jpg

Almost every day I find 1-2 new games which have the issue. And I'm only testing like 6-7 games per day at he absolute most. It's an extremely high fail rate.

It wasn't long ago when a quad core CPU was the top of the line thing. But now Samsung's Galaxy S4 came out and it has a quad core in your pocket. A year later we got the S5, with 8-cores. Now a few Galaxy models in a row have come with 8 core CPUs, but with their heart set on VR and 4K-in-your-pocket, this could quickly balloon up to 16 cores. I think at 16, the phones are instantly going to be broken for Unity games. EVERY Unity game can be easily ported to mobile, and most good mobile games are being ported over to Windows because they are compatible with each other.

It's crazy that other developers haven't noticed this either. I mean when Ubisoft was developing Grow Home, they didn't have a many-core development box around? Grow Home does not exhibit any issues, but I'm just sayin' that huge development firms must be seeing this issue on their systems. They can't ALL be using normal quad cores when they are working on a project. I say it is only a matter of time before this becomes a huge issue. I wonder if I would get anywhere by contacting Kotaku or something :)

and yeah, getting many people to submit it as a bug would be spectacular.
 
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I have SR2 with retail (NOT EXTRA SPICY) chips (2x X5680), as well as access to dually E5-2670v1 systems at work - how can I help?

How can I help?
 
You should probably see this thread.

Thank you so much for pointing this out to me! Makes so much sense now. I'll take care of this.

I have SR2 with retail (NOT EXTRA SPICY) chips (2x X5680), as well as access to dually E5-2670v1 systems at work - how can I help?

How can I help?

Okay if you could test it out using both a duallie 2670 and your non-extra spicy x5680's that would be spectacular! I predict the dual 6-core HT chips will be fine and the 2670s would show the issue, but if you can show it on the x5680's it would be the first ever 12 core system showing the problem.

Test #1: Run default Unity scene (download link: http://www.mediafire.com/download/a7gfbh14zmjypxl/x64.rar )

Test #2: Psychocat (I'll pm you steam key)

just post screenshots of the CPU usage of them like the others have done. Windowed mode is fine :)
 
Just trying out a few random Unity games..

[click game name for full log]

Good
Dead Bits [Unity 4.1.3f3]: http://i.imgur.com/iI5tBGu.jpg
Hot Tin Roof [Unity 4.6.6f2]: http://i.imgur.com/glkhJ7M.jpg
Super Mustache [Unity 5.1.3f1]: http://i.imgur.com/NxPiH95.jpg
Bit Blaster XL [Unity 5.0.2f1]: http://i.imgur.com/iynpHgg.jpg
Grow Home [Unity 4.6.1f1]: http://i.imgur.com/N34T2Mz.jpg
Adventure Capitalist [Unity 5.1.2f1]: http://i.imgur.com/axWnNfB.jpg

Bad
RocketsRocketsRockets [Unity 5.2.0f3]: http://i.imgur.com/79zHglz.jpg
Unity Example Demo Car Scene [Unity 5.3.1f1] (dont need screenshot)
Psychocat [Unity 5.2.1f1] (dont need screenshot)
Hooligan Fighters (screenshot if I remember later) [Unity 5.3.2f1]
Into The Belly Of The Beast (50% usage instead of 100%): [Unity 5.2.1f1]: http://i.imgur.com/DmWj5kX.jpg
Castaway Paradise [Unity 5.3.1f1]: http://i.imgur.com/1EOOnu3.jpg

This list is pretty telling, somewhere between Unity 5.1.3f1 and Unity 5.2.0f3 something changed and is causing this issue.
 
This list is pretty telling, somewhere between Unity 5.1.3f1 and Unity 5.2.0f3 something changed and is causing this issue.

Yup. And in case you didn't see that post in that thread a few moments ago, I should have pasted it:

Alloc said:
Hi,

gotta chime in on this one ... We have similar reports since our last major release of our game from game service providers that offer servers for our game. They have exactly this issue (100% load) just when running it on their big Xeon machines (example that I know of is a dual socket system with Xeon E5-2697 v3, i.e. 2 * 14 cores resulting in 56 logical cores). Running our game on any "normal" machine does not show any issues.
That major release was the first one to use the 5.2 series of Unity, more specifically 5.2.3f1. Before that it was 5.1.1p3 as the latest version and at least to my knowledge there were no issues with those machines back then.


@maplesyrupghost: Did you check the Unity versions the games are using? Would be nice to have a list of working and non-working games with the respective Unity version they were built with. You can look it up at the top of the game logs which are typically in <gamename>_Data/output_log.txt. Unity version is given right at the top.


Even though those setups might not be the typical ones for end users it's definitely having an impact on hosting providers :(

Regards,
Chris
 
Yup. And in case you didn't see that post in that thread a few moments ago, I should have pasted it:

Ah, you need to reply back and give him that list of working/non-working and their unity versions. Since he has service providers experiencing the issue, if anyone can get the ball rolling it'll be him.
 
superpig http://forum.unity3d.com/threads/unity-games-consume-100-cpu-on-many-titles.380442/page-2#post-2502023 said:
I think we have a potential fix for this internally - difficult to know for sure until versions with the fix in make it out to developers and they start updating their games.

No specific timeframe I'm afraid, when we're messing with the fundamental multithreading systems in Unity we want to take our time and really give it thorough testing...

hooray to superpig!!
 
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