One of our maps got 1 occurrence of the following verse runtime error:
ErrRuntime_ComputationLimitExceeded
The runtime terminated prematurely because Verse code took too long to execute within a single server tick. Try offloading heavy computation to async contexts.
Verse unrecoverable error: ErrRuntime_ComputationLimitExceeded: The runtime terminated prematurely because Verse code took too long to execute within a single server tick. Try offloading heavy computation to async contexts. (Script (VKPlay_EmptyOcean_VolumeSupport_VerseContentScope) has exceeded its maximum running time (3.54s). Possible infinite loop or excessive computation.) (Callstack unavailable)
Unfortunately there is very little indication as to what this error relates to. It seems like “VKPlay_EmptyOcean_VolumeSupport_VerseContentScope” may be able to point in the right direction, but it is unclear what this error refers to.
Steps to Reproduce
UNKNOWN
Expected Result
If a verse runtime error occurs, it is associated with a particular piece of our verse code.
Another update:
When i disable all verse then things work fine again. I will keep investigating this but it seems to be either a wrong error or a combination of something plus verse code.
I think i found the exact behavior that causes it:
In a level that uses streaming
Im teleporting a character to a really far away location (252km :D)
i am teleporting 10 props from characters old location to the characters new location
This causes a lag spike, the firther away the teleporting the higher the lag spike.
Breaking these teleports up into separate async operations stops the crash but causes a lot of lag.
ps.
at those kinds of distances everything seems to break down anyway, so this specific thing is not a big issue.
but general recommendation is to check if you have any verse code that is causing a long sync operations (especiually teleporting) as the error message seems to be faulty.
Since you’ve made this post have there been any changes to your approach in this?
I ran into the same issue when teleporting props and I’m wondering if I need to rethink my approach here. I’d rather avoid the lag spikes that come with spawning each teleport.
Same issue:
Verse unrecoverable error: ErrRuntime_ComputationLimitExceeded: The runtime terminated prematurely because Verse code took too long to execute within a single server tick. Try offloading heavy computation to async contexts. (Script (VKPlay_EmptyOcean_VolumeSupport_VerseContentScope) has exceeded its maximum running time (60.41s). Possible infinite loop or excessive computation.) (Callstack unavailable)
Verse includes teleporting devices to player’s location. Happens only when in discovery and above 100 players, everything works fine during edit session and at a full published session. I always check for Player.IsActive and do everything with < suspends >.
Verse unrecoverable error: ErrRuntime_ComputationLimitExceeded: The runtime terminated prematurely because Verse code took too long to execute within a single server tick. Try offloading heavy computation to async contexts. (Script (VKPlay_EmptyOcean_VolumeSupport_VerseContentScope) has exceeded its maximum running time (4.29s). Possible infinite loop or excessive computation.) (Callstack unavailable)