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Question about Nexus
#475356
12/03/18 23:29
12/03/18 23:29
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Joined: May 2005
Posts: 868 Chicago, IL
Dooley
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Posts: 868
Chicago, IL
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I have my max_nexus set to 500 through the map editor. I believe that's the highest it goes.
However, I am wondering how it works, since when I run my game the actual memory usage is much higher than 500 MB, being closer to 1,000,000 - 1,200,000 KB
Is this really high for a game?
I would set the Max_Nexus lower, but occasionally I would get errors telling me it was not set high enough. Now I don't get those errors, but I'm wondering if there are some things I could do to reduce the memory usage that I have not thought of yet.
The biggest thing I did work on already was to change all my textures over to .dds format, which seemed to save a lot of memory. Are there other similar things you guys do to lower memory costs?
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Re: Question about Nexus
[Re: Dooley]
#475359
12/04/18 03:15
12/04/18 03:15
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Joined: May 2005
Posts: 868 Chicago, IL
Dooley
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Sorry again, one more thing. The game does not use quite as much memory as I mentioned in the first post. That is true when I run it through WED, but when I run the stand-alone executable, it uses about 400mb less, 600,000 - 800,000 or so.
Still, this is more than the 500mb nexus I have assigned, so I am still confused on what it actually is supposed to do.
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Re: Question about Nexus
[Re: Emre]
#475379
12/05/18 08:31
12/05/18 08:31
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
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Senior Expert
Joined: Sep 2003
Posts: 6,861
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That is true when I run it through WED, but when I run the stand-alone executable, it uses about 400mb less, 600,000 - 800,000 or so. This is because the engine sadly uses a bunch of extra memory (depending on the size of your code) for test runs. See here and subsequent posts: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=466519#Post466519The size of the wmb files does not matter, it's about the files being loaded/ (mostly level?) objects (including textures) created at runtime. I always only use SED to launch my games. As Matt said you have to put in -nx XXX in the command line options under Preferences. However, keep in mind that those will only be considered when you press the middle [▶] Test Run button, not the Run Current Script button to the left. For publishing I create a Window Starter Definition as explained in the manual with COMMAND "-nx 200". That's only possible with the Pro version though I think.
"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
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Re: Question about Nexus
[Re: Matt_Aufderheide]
#475383
12/05/18 09:50
12/05/18 09:50
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Joined: Aug 2003
Posts: 118 Deutschland
Ezzett
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I don't think that's right... I think the NEXUS is always used...I set it via a SED command line to about 800 megs
like : -nx800 in the options But that's a command for the compiler and has nothing to do with SED. I think if you load all your models and textures and so on via code written in SED the nexus is not used. It is only used if you load your models and textures beforehand in WED and create your levels inside WED. Then one big chunk of memory (the nexus) is allocated to hold all of your WED-made level data when you are playing the game, which speeds up loading and level switching. This was useful back in the day (late 1990s, early 2000s). I don't think the nexus is used for anything else but maybe some important stuff when the engine starts.
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