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[Responded] Constant Low Memory errors/crashes

Discussion in '*** Bug Report Archive (After R75) ***' started by xhodan, Feb 2, 2020.

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  1. xhodan

    xhodan Avatar

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    All today since the most recent patch I haven't been able to play the game due to low memory errors and crashes.

    I do not know what has changed since last patch and before, I wasn't having issues.

    http://prntscr.com/qwk6vz

    image above of error, sorry I wasn't apple to use image option in the editor for some reason.

    User Specs:
    Windows 7 Ultimate 64-bit SP1
    CPU
    Intel Core i5 4690K @ 3.50GHz 33 °C
    Haswell 22nm Technology
    RAM
    16.0GB Dual-Channel DDR3 @ 666MHz (9-9-9-24)
    Motherboard
    ASUSTeK COMPUTER INC. Z97-E (SOCKET 1150) 28 °C
    Graphics
    SyncMaster (1920x1080@60Hz)
    VE208 (1600x900@60Hz)
    Intel HD Graphics 4600 (ASUStek Computer Inc)
    2047MB NVIDIA GeForce RTX 2060 (EVGA) 43 °C
    ForceWare version: 441.87
    SLI Disabled
     
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  2. xhodan

    xhodan Avatar

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    game crashed, this time when opening the map.
     
  3. xhodan

    xhodan Avatar

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    Still having issues.
     
  4. Anpu

    Anpu Avatar

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    What specific Nvidia Drivers are you using?
     
  5. AoiBlue

    AoiBlue Avatar

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    Is the game currently properly running a forced full GC at the end of a scene change?

    When the folks at Kerbal Space Program did this per Unity's recommendations, it drastically improved performance and reduced memory leaks.

    I know it adds a tiny bit more time for loading, but I think it might be worth it.

    I think switching aggressive lot loading to a slider instead of a simple toggle might help allow players to better tune the memory intensive routine of lot loading.

    Also, if it isn't already, using block-based compression on the decoration bundles (instead of no compression or full compression) should allow it to work better without thrashing the memory as much.

    You might want to do a quick check of the source to insure you are using TLAB (thread local) variables in the loading routines for all temporary values. This can greatly reduce memory leaks in Unity, and often when you get third party code, they didn't bother doing this.

    You should also check that asset objects are configured to a copy on write format to inherit unchanged values from their parent prototype objects, effectively de-duplicating a very large amount of data.

    To put that in terms the average person can understand I'll use an in-game physical object as opposed to something abstract. When creating a lamp that is the same as all the other lamps, only create data saying where the lamp is, then point to the type of lamp it is instead of creating a whole additional copy of the data needed to generate the lamp and it's interactions. When the lamp is toggled on or off, it will then add that small amount of additional data for storing that state, while keeping all the other data in the original "source" object.
     
  6. Ravalox

    Ravalox Chief Cook and Bottle Washer Moderator SOTA Developer

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    This issue is being worked on via Customer Service.
     
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