Shadrach -> RE: help desk requested post here for developer (6/30/2019 4:46:39 PM)
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Lobster; it's hard to tell from that image how much memory the TOAW process itself was taking up. It's strange that you don't see any increase in memory usage. Maybe the graph just isn't detailed enough, don't know. Try the same with Process Explorer (if you're interested in these things [;)] ), and double-click "Opart 4.exe" when it runs, then open the Performance Graph tab. Anyway, I did some more digging, since I wanted to find out if my theory of audio playback was causing the leak. And apparently not - just moving units around the map doesn't increase memory much, as I would expect if the leak was there. However - and this is really interesting - just *moving* the map increases memory by a massive amount! Especially around the heavily urbanised areas in the north, around Bruxelles - Gelsenkirchen, the game will become really sluggish and memory use will increase in leaps and bounds. Once memory reaches short of 1.9GB, the game will hang and crash. [image]local://upfiles/4523/1539B2D522B74973AEEB268166ED24A9.jpg[/image] Of course, as the player moves around, or during the AI play, the map will move and memory will slowly build. I tested with a couple of other huge scenarios, D21, FITE2, and saw nothing. Memory stayed a sane 3-400MB even during a full turn of FITE2. I tried with another similar scenario, "France 1944 D-Day", and the same happens there, as the terrain is the same. So there is something up with how the terrain tiles are modelled in that scenario around that area.
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