mar wrote: ↑Mon Jun 08, 2026 1:13 am
thanks, so a bit of a misunderstanding - by concurrency I meant what's your core budget set to in settings/concurrency
I have set core budget to 2 in settings/concurrency. In the first tournament, for which I raised the issue, I had enabled concurrency in tournament settings and each engine used 1 thread, so two games were running in parallel. In the second tournament I started now, I just unticked concurrency in tournament settings, and also set threads to 2 and hash to 256 MB. I haven't changed the settings/concurrency setting.
mar wrote: ↑Mon Jun 08, 2026 1:13 am
timestamp is in microseconds, also notice the extremely low nps from reckless, it was definitely competing for resources with something else
notice it took 2.8seconds to go from depth 9 to depth 10, that's completely unrealistic
Yes, this makes total sense. So maybe something was using resources momentarily at that point without me realizing. I don't know what it could be but it seems unrelated to the GUI. On Arena, I had "time flagging" disabled, so it's possible that things like this were happening there too and I was just missing them.
But about the init times, even though I assume that it could also be caused by something similar, 2 to 2.5 seconds for Stockfish under normal circumstances still seems too much when the limit is 10 seconds. I consider this a bigger issue (even if the problem is my PC), because an initialization failure stops the tournament entirely, and you may discover it many hours later. I wonder if it would be possible for the tournament to just continue with the next game if an engine failed to start and just show a warning next to the game like with time loss. Or maybe have it as an option. Or maybe let the user increase the init time limit themselves in case they face frequent initialization failures.