Gamestudio Links
Zorro Links
Newest Posts
Bug in train mode, or it seem to me
by jcl. 09/22/26 14:47
Sam Foster Sound | Experienced Game Composer for Hire
by titanicpiano14. 09/22/26 12:21
Capital slider is not saving in Z12
by Petra. 09/22/26 06:49
Parent/child object
by VoroneTZ. 09/22/26 05:52
Zorro tutorial ideas?
by AndrewAMD. 09/21/26 14:50
Trades during a running bar
by Martin_HH. 09/21/26 12:03
Avoiding pop-up training parameter results
by Martin_HH. 09/16/26 21:31
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
0 registered members (), 1,418 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
lopezsergio07, mistery, lokkalyansamiti, rahulbuilds, speedx
19237 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 10 of 10 1 2 8 9 10
Re: video memory and d3d_texfree [Re: Superku] #475147
11/25/18 21:02
11/25/18 21:02
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
Serious User

Joined: Apr 2002
Posts: 1,246
ny
Thanks for taking a look superku. Yes, this is my test scene. My nexus is 500

I put "fart" at the bottom of my script lol, saved, ran the engine, it caught the error, then i ran VMMap, and here is what I see:



901,468 k total
742,624 k heap

What is the difference between total and heap? Does my screenshot/stats look ok?

Last edited by jumpman; 11/25/18 21:02.
Re: video memory and d3d_texfree [Re: jumpman] #475174
11/26/18 17:59
11/26/18 17:59
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The heap pretty much is where you can request memory from at runtime. Its limit is about 1.4-1.6GB, you have to stay below that.
If your heap usage after code compiling is 740MB with a nexus of 500MB then your code uses 200-240MB or so I think. When you publish your game and run that process you should have additional ~200MB to work with then.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: video memory and d3d_texfree [Re: Superku] #475203
11/27/18 14:11
11/27/18 14:11
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
Serious User

Joined: Apr 2002
Posts: 1,246
ny
Is 200-240 mb of code a decent amount to use? How much does your game use in code?

It makes sense that I was running into more errors when I was using 1.4gb of memory, because I just kept adding more models, some with huge textures just for testing.

Re: video memory and d3d_texfree [Re: jumpman] #475305
12/01/18 14:09
12/01/18 14:09
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
>Is 200-240 mb of code a decent amount to use? How much does your game use in code?
First one isn't really a sensible question (no offense!). Superku's interim code was at ~1100MB already, not leaving much room for anything else, but I've been working on a different game since April which uses pretty much the same amount of memory for code (again, during development builds) as your game.


You might want to think about stylizing your game's visuals more then, usually needing a lot less textures (and smaller in size) and less effort to develop in the end.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Page 10 of 10 1 2 8 9 10

Moderated by  old_bill, Tobias 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1