That steam stutter bug, and tracking it down… Right from it’s initial launch on steam, there was a bug reported in Gratuitous Tank Battles for a tiny subset of steam players. The bug was basically that the game ran horribly slowly, with stuttering and skipping music. Regular blog readers will know I am a bit obsessive about optimisation, so naturally this seemed weird to me. Right from the start I doubted that this was actually the games graphics engine or core gameplay code running slow. Not given the specs of the users reporting it, which was a wide cross-section of hardware types. Happily, this was confirmed by the realisation that running the game from the .exe, outside of steam, enabled it to run perfectly. A good workaround, but not actually a fix. This was followed by weeks, maybe even months of me investigating what on earth it could be. Initially, I assumed it must be something about the steam integration code. So that resulted in a ton of going through it with a fine tooth comb and checking every parameter, asking valve if I was doing it right, checking with other devs how I was doing it compared with them etc. I ended up moving the code that initialised steams systems from one point in my code to another, as they recommended, but there was no change. I also changed a callback to run every 100 frames rather than every frame, and again, no difference. Then, finally we found some helpful players who not only had the bug, but were happy to run diagnostic code on their PC for valve to analyze. A very helpful guy from valve then crunched through it, and found that an alarming amount of time was spent in the sound library, and in Heapvalidate(), called from it. This then led to another 48 hours of me looking at heap validation code, memory errors, installing xperf, the application verifier, trying (and failing) to download Microsoft platform SDKs, lots more poking and prodding… and then eventually I got a reply from the sound library people suggesting that yes, it *might* be their code occasionally calling HeapValidate() all the time, and to upgrade to the latest build. So I did that and it has fixed it…(afaik) How annoying. The one piece of code in the game not written by me, and it had a bug in it! At least it’s fixed now, so all is well. I bet my code has bugs too :D We still don’t know why it was actually caused by the interaction of the game with steam, but that just seemed to be the randomish trigger for the errant memory checking. I have a new ninja PC on order. I dread re-installing anything. Is there a magic new way to do this, or will I sit there downloading and installing stuff for 2 or 3 days again?