Product Chat / Memory

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TattieBoJangle
10
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Joined: 7th Jan 2014
Location: United Kingdom
Posted: 2nd Feb 2014 21:23 Edited at: 2nd Feb 2014 21:23
Is there anyway to increase the memory cap our self until it is fixed i want it to use as much as i can give it instead of the pitty 1.2gb





xCept
AGK Master
21
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Joined: 15th Dec 2002
Location:
Posted: 3rd Feb 2014 02:46
The memory restrictions are indeed very constrictive. FPSC Editor with only a blank flat map already consumes over 700 MB, and it seems even each individual character entity placed adds on 6-10 MB more. So the cap is reached in no time at all. Doesn't matter how big we can make the maps if we can't fill them with more than a few props.

PC SPECS: Windows 7 Professional 64-bit, AMD Phenom X6 1100T 3.60 GHz CPU, NVIDIA Geforce GTX-680 2GB GPU, G.SKILL 16GB DDR3 1600 (PC3 12800) RAM
Teabone
Forum Support
18
Years of Service
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Joined: 8th Jun 2006
Location: Earth
Posted: 3rd Feb 2014 03:10 Edited at: 3rd Feb 2014 09:24
In the GECK editor for Fallout3, the maps are handled by cells and each cell has a limit of how much can go in it. Rather then the entire map. It processes much better this way and allows for unlimited overall map size. The way Reloaded does it, its simply not there yet to create full out-door levels.



Basically in the GECK which is used for Fallout 3 you can have many many many cells which when linked up look as if they are one large map.





(skip to 2:00 to learn about cells)

Fane
12
Years of Service
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Joined: 9th May 2012
Location: Deutschland
Posted: 3rd Feb 2014 08:42
I like the cell idea. Especially if you have a big map its easier to organised.

System: Win 8.1 64 / i5 @ 3,9GHz / GeForce 760 GTX 192 Bit / 8GB RAM
PM
LeeBamber
TGC Lead Developer
24
Years of Service
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Joined: 21st Jan 2000
Location: England
Posted: 10th Feb 2014 22:33
The 700MB of 'start-up memory' is of particular interest to me and something I will be targeting with the upcoming memory work. Once this has been cracked, the initial resource bar when you start a new level should look a lot more respectable. I am also considering ways to reduce the amount of memory being used as new assets come in, such as a texture size reduction mode while editing (Reloaded uses MUCH LARGER textures compared to classic). The biggest work however will be the development of a memory manager which will intercept all memory allocation calls during run-time and provide a very clean map on what is being used, and where. From this, serious savings can be made in areas that are disproportionate to the rest of the resources required to run the level. I like the cell idea, and providing the real-time loading of fresh assets does not impede performance or impose limitations on which systems the engine can run on then I think it's worth further research!

Hogging the awesome since 1999

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