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FEATURE: Deal with the low memory limits. #665
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Defaulting to |
IME, it's still possible to get crashes even with a higher heapsize allocation - but this has only happened to me while loading multiple large maps, and when warping between them throughout the course of a night of games. So there may also be some issues around bspfile cleanup between map loads. It's also worth noting that any memory increases would need to be implemented on the MVDSV side as well. Beyond global memory allocation, there are a number of issues IME with unexpectedly small limits, or strange bugs when trying to render more complex maps:
Obviously, ezQuake is a great engine and these modern maps aren't the main use case we see from day-to-day, but it would be nice if we were able to align the engine's loading capabilities more closely to the other quake engines in use these days, so we can benefit from improved performance & more details in our maps. 👍 |
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
Stop gap fix for QW-Group#665. Could include some detection of memory to avoid allocating 256MB if system is puny. Ideal solution would be dynamic allocation. This at least allows modern maps to load.
@dsvensson |
Lets, better to add specific issues for what's left @inf1niti |
Modern maps may need to start ezquake with -mem 256 rather than the default. While this might seem trivial I spent an hour helping out two players with adding that command line parameter via voice. One Windows and one MacOS user. It may sound odd that people don't know what command line parameters are, but that's just the way it is apparently.
The simple solution would be to just increase the limit like other engines already have. Another solution might perhaps be some 2x resize or some other resize strategy if the map hits the limit until it loads, and let the OS oom-killer slay the process if it gets out of hand.
If I'm interpreting the FTE source code correctly it looks like -mem was removed in 2013 in favor of dynamic allocation as needed.
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