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I press Delete every few minutes and I get no lag at all.
Why are you putting water in a fishtank when it had a sign saying, "Broken. Will fix one day"? I'm no genius, but I would wait to put water in it or buy one that isn't going to leak. There is a disclaimer on this game. It is worth a read.
In my case, the game uses 400 MB of physical memory, and then won't grow from there which eventually leads to a crash from a lack of available memory.
I'm still running an old dual-core with 4GB of RAM, and apart from my RAM not being used as needed and a little delay upon giving orders to Bricktrons, I never run into any really noticeable issues. (A few block placement errors, graphical glitches, but no game-breaking bugs really.)
From my testing with friend's computers, some issues I have seen were caused by trying to run the Unity engine on a 64-bit system. (Unity doesn't have a native 64-bit version, and that can cause some... Issues.)
That's why it's so hard to track down the actual cause here. There doesn't seem to be many common factors.
Just throwing out that while testing on my friends computers, those with 64 bit had higher incidences of game-breaking bugs than those with 32-bit systems.
Dunno though. Could just be coincidence. :P
I did not realize that. I currently have 3 Unity games. One is a simplistic FPS that I haven't put much time into. The second is early access, and is also FPS. I personally haven't see much lag, but there are various early stage quirks and glitches and whatnot.
In CS, I had lag at times, which the DEL key would often fix. I think sometimes a save and reload was needed. It seems the white box task is inevitable even for one session of play. I could never get very far in sandbox or survival, so I don't know how bad it would get in a elaborate castle or waves past the teens.
Overall, that makes it 2 Unity games that seem technically playable for me and 1 that has lag coming and going. Castle Story is also the one that seems to push the UI beyond "basic" FPS and has this fancy UI which shows the need for optimization as well.
Oh well. It just goes to show that a pre-made engine isn't a simple solution to the many development issues.
@illidan: No, you were comparing physical products to entertainment software. That is never a valid comparison. You were also stressing the fact that you are pissed off. But seriously, this is EARLY software. The developers have every right to say, "Memory leak? No clue. We'll fix it one day." All the disclaimers add up to that. Instead, they give us a temp fix and you pick that to bash upon? Sigh.
I have no idea what is causing it to be so sluggish, My first 3 games where unplayaby sluggish, but now I seem to be chugging along at a better rate; Very strange its like I wished hard enough and got a playable game.
Really? That works? Quick, start wishing hard enough that I had more money! And blackjack! And waffles!
But no, seriously, there might be a memory leak. That sort of issue is incredibly common in software development. The source just hasn't made itself known just yet, if there is one. :)
My computer used to run like crap then when I did this it ran amazingly well
I get no lag problems and pretty much unless I run minecraft I have no memory problems plus I stopped playing minecraft a while back anyway
So to change virutal Page File since someone might ask me do the following Steps
1. Click on Start
2. Right Click on Computer
3. Click on Propterys
4. Click On Advanced System Settings
5. Click on the Advanced Tab
6. Select Performance and click settings
7. Goto Settings first things first change Adjust to best performance of Programs if it ain't already
8. Select Change under Virutal Memory and turn off system mange pageing file.
9. Change it to around 1GB min to 2GB Max I have it currently set on 1024 to 4404 you can set it to anything but make sure it's at least 1GB to 2GB and then click set and you may have to restart computer.
10. Restart Computer and Enjoy Playing!
Outstanding idea, Fullmetalalchemist. :)
Create the "virtual memory" and give it a fixed size. With that steps you have one large block on your disk. Second, if its a fixed size the system does not waste resources in maintining the virtual memory, e.g. make it larger or smaller.
Additionally with older OS than Windows Vista (not entirely sure), you could disable virtual memory at first and then reboot. Then "defrag" the drive you want the virtual memory to be stored on. In some cases a drive has not enough free continuous space available then you risk a split file. This steps helps to ensure that the virtual memory file stays in one piece. Of course you may do this before creating the virtual disk.
WIth Vista and newer the system should do this automatically for you.
I dont know, but these mechanics could also work on other OS's.
Sure there are more advanced techinques like placing the file on the fastest spot on your drive but these - for my taste - not necessary here.