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[Known]Memory Leak

Discussion in 'Release 45 Bug Forum' started by Blixx2, Sep 4, 2017.

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  1. Blixx2

    Blixx2 Avatar

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    Hi,

    I noticed a high RAM consumption and took a mem dump for you guys to analyse. Dump was taken 2017-09-03 06:41pm CEST.

    Please use Sysinternals VMMAP v 3.20 to open the dump file.

    Download VMMAP here:
    https://docs.microsoft.com/en-us/sysinternals/downloads/vmmap

    Please find the dump file at my Dropbox:
    https://www.dropbox.com/s/gbof9dxmyew5lk5/Shroud of the Avatar.mmp?dl=0

    Skimming it, you notice a large heap right away.

    I can not recall the whole session yesterday, but i probably zoned roughly 5 to 6 times and crafted a few items within a 1 to 2 hour playtime.

    Regards
     
  2. Attenwood

    Attenwood Portalarian Emeritus Dev Emeritus

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    Thank you for the documentation. We'll pass this along to the tech team to review for performance improvements.
     
  3. wardgom

    wardgom Avatar

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    I have been seeing a memory leak problem for the last few months too.

    What happens is the client will consume memory as it loads assets, such as during loading of an area. I assume that it consumes extra temporary space to speed up the work of building data structures for run-time use, and then it is supposed to release that extra 'scratch' memory. In this case it does not ever release it. Entering the world map at login and then going straight into Owl's Head can cosume over 12Gb on my 16Gb system. And that memory is never released.

    But I have a theory I haven't had time to test yet:

    Assuming that 1) That it does not happen on every installation and 2) When it does happen it is consistent; Then I think the issue may be in related to MONO/Unity and library/method references. That is, perhaps it is a namespace issue. If there is a module or library reference that is not resolving to the intended method, like can happen when a reference is not specific enough, then it could be the cause. Perhaps the asset loading methods that should be used by SOTA are supposed to return scratch memory automatically, but this reference/namespace issue causes execution to bypass this. I have never developed with Unity or MONO, but I wouldn't mind running some tests against this... assuming the devs provide some general direction on checking for this. This would be most expedient since they are familiar with their own code, and I am not.

    Just putting it out there.



    https://www.shroudoftheavatar.com/f...mory-leak-on-steam-version.99913/#post-882308
     
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