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Logging Causes BAD fps lag

Lay

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Jul 6, 2015
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So after seeing a thread about someone asking for disable logging I decided to do a little bit of investigation.

I have a pretty damn good computer.

GTX 1080 TI
Ryzen 1700x with 16GB of ram

However I noticed when I am botting I get fps of ~10-20 at most.
I saw the thread about disable logging and decided to try it out myself.

After disabling I noticed a huge increase in my performance. (around 50fps) Similar to the others saying "it runs like the actual game!"

I understand it isn't recommended, but i feel it's definitely something that should be looked into. Just wanted to bring it to your attention, thanks. :)
 
It was me, and funnily enough I run almost the same setup 1080ti /w 1800x 32gb
And yes, even though it does improve the fps, but I have to agree with pushed on his statement in that thread, that the more advanced users are gonna figure it out and disable it themselves, but it would make the dev's life just so much harder that it wouldn't be worth for anyone to disable them.
Basically, from a dev pov its essential to have logs, but at the same time from the users pov there needs to be some sort of middle ground for this solution, which is going and messing with the plugins code, which is fine with me.
It's a pretty sensitive topic.

p.s the game and the bot runs like shit after several hours anyways, probably memory leaks
 
Could you show me how to turn off log please, I have this problem too :'(
 
Last edited:
you can call it anywhere you want as long the syntax is correct, so basically in between { } would work
 
you can call it anywhere you want as long the syntax is correct, so basically in between { } would work
Could you give me some examples to follow, I've tried everywhere and still get syntax errors? Thank you very much.
 
Could you give me some examples to follow, I've tried everywhere and still get syntax errors? Thank you very much.
Code:
https://www.thebuddyforum.com/threads/mapbot-guide-support-discussion.295808/";
Loki.Common.Logger.ChangeLogFilterLevel(log4net.Core.Level.Off, log4net.Core.Level.Off);
    }
mapbot.cs, also if the .cs file doesnt have using log4net; then the line has no effect since logging is not being used at all.
 
Code:
https://www.thebuddyforum.com/threads/mapbot-guide-support-discussion.295808/";
Loki.Common.Logger.ChangeLogFilterLevel(log4net.Core.Level.Off, log4net.Core.Level.Off);
    }
mapbot.cs, also if the .cs file doesnt have using log4net; then the line has no effect since logging is not being used at all.
I set up it's there then syntax error show up. And do we have to do all the cs files contain log4net of plugins?
 
Rather than writing a long technical reply explaining all this, let me just say: Logging is important because the game changes frequently.

What works today, can randomly break from a patch tomorrow, and unless you're logging the important stuff, you won't know why it's broken or what is actually happening. The current stuff that gets logged, is being logged for very specific reasons, usually due to problems of the past that were reported and we weren't able to figure out until we added more logging.

Logging is like insurance, you hate to have to waste money (or in this case performance) on it, but it exists so when things do go wrong, which they eventually will, you'll most likely be covered in being able to handle it. It won't prevent things from going wrong, but it's something you always rather have and not need, than need, and not have.

The current user perspective of Exilebuddy is a result of how Exilebuddy is now at its highest peak since the project was started almost 6 years ago. Quite literally, Exilebuddy is in the best state its ever been in, thanks in large part to ExVault for his job in replacing our core offerings, and the API now supports the most things in the client it ever has. However, this game is a bot developers nightmare, and that's putting it nicely.

It's great your bots are working so well that you'd rather disable logging to get better performance now, but please understand that your situation is only possible because of the logging we've used over the years to understand bugs and problems and how to make things better. We've done multiple performance passes and logging reductions over the years, so there's not much if anything left to remove (once again, other than OldRoutine since it's so old but that's already being redesigned).

Basically, there's not much we can do about this. Replacing all logging code to a different library would break everything and require a big interruption in your start of league botting, which no one wants. There would be no guarantees performance would be better, because the bottleneck is most likely your hardware. Making disabling logging a more exposed feature works against us in being able to troubleshoot issues that arise from all the random game changes that happen. If you could see some of the stuff we have to fix on a regular basis, you'd understand.

That's why things are the way they are and most likely won't change anytime soon. You have the option of disabling it if you want, which plenty of people have asked about over the years and I always give them the answer, or you can look at better hardware for botting, as everyone should be using a nice SSD anyways since that's what this game requires.

Hopefully that makes sense, it's unfortunate there's even more overhead added by logging, but it really is necessary.
 
Rather than writing a long technical reply explaining all this, let me just say: Logging is important because the game changes frequently.

What works today, can randomly break from a patch tomorrow, and unless you're logging the important stuff, you won't know why it's broken or what is actually happening. The current stuff that gets logged, is being logged for very specific reasons, usually due to problems of the past that were reported and we weren't able to figure out until we added more logging.

Logging is like insurance, you hate to have to waste money (or in this case performance) on it, but it exists so when things do go wrong, which they eventually will, you'll most likely be covered in being able to handle it. It won't prevent things from going wrong, but it's something you always rather have and not need, than need, and not have.

The current user perspective of Exilebuddy is a result of how Exilebuddy is now at its highest peak since the project was started almost 6 years ago. Quite literally, Exilebuddy is in the best state its ever been in, thanks in large part to ExVault for his job in replacing our core offerings, and the API now supports the most things in the client it ever has. However, this game is a bot developers nightmare, and that's putting it nicely.

It's great your bots are working so well that you'd rather disable logging to get better performance now, but please understand that your situation is only possible because of the logging we've used over the years to understand bugs and problems and how to make things better. We've done multiple performance passes and logging reductions over the years, so there's not much if anything left to remove (once again, other than OldRoutine since it's so old but that's already being redesigned).

Basically, there's not much we can do about this. Replacing all logging code to a different library would break everything and require a big interruption in your start of league botting, which no one wants. There would be no guarantees performance would be better, because the bottleneck is most likely your hardware. Making disabling logging a more exposed feature works against us in being able to troubleshoot issues that arise from all the random game changes that happen. If you could see some of the stuff we have to fix on a regular basis, you'd understand.

That's why things are the way they are and most likely won't change anytime soon. You have the option of disabling it if you want, which plenty of people have asked about over the years and I always give them the answer, or you can look at better hardware for botting, as everyone should be using a nice SSD anyways since that's what this game requires.

Hopefully that makes sense, it's unfortunate there's even more overhead added by logging, but it really is necessary.
But why not make logging optional, their killing ssd`s too, for someone who would never post logs, why not?
 
Code:
https://www.thebuddyforum.com/threads/mapbot-guide-support-discussion.295808/";
Loki.Common.Logger.ChangeLogFilterLevel(log4net.Core.Level.Off, log4net.Core.Level.Off);
    }
mapbot.cs, also if the .cs file doesnt have using log4net; then the line has no effect since logging is not being used at all.
could You explain where paste this in mapbot.cs file?
 
could You explain where paste this in mapbot.cs file?


Code:
https://www.thebuddyforum.com/threads/mapbot-guide-support-discussion.295808/";
Loki.Common.Logger.ChangeLogFilterLevel(log4net.Core.Level.Off, log4net.Core.Level.Off);
    }
mapbot.cs, also if the .cs file doesnt have using log4net; then the line has no effect since logging is not being used at all.
 
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