Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
PS: the build 284.1 has a better VRAM handling and could help too, but if you can follow the advice above that would be better.
I tried to create a fast test and I still get the 2Gb memory limit.
I use Clickteam Fusion 2.5 (build R283.5)
Computer spec: Desktop with iCore7 950, 12 Gb RAM, Windows 7 64-bit, nVidia Geforce GTX 560 Ti (1 Gb). Work harddrive is a 2Tb, NTFS filesystem, 302 Gb free
I made a application, 520x390 pixel and all animations are same size. The application contain only 1 Active Object.
The Idle animation is 48 frames, Walk and Run animation is 30 frame and Jump animation is 35 frames, all in 8 direction. I have a ruleset for change direction of animation (numeric key 1,4,7,8,9,6,3,2) and key pressed (S,W,J,R) for change animation sequence.
I have compiled it to a .exe file.The .exe file is 35 152 kB. When it start it use (approx) 1 198 000 kB RAM. After I have cycle trough all 8 diections of Idle, Walk and Run; The memory use is (approx) 1 854 500 kB. When I start on Jump animation I reach limit, 1 858 480 kB and Jump animation is not visible. Memory use never excide 1 858 480 kB.
I have tried to import more animations in the same Active Object and I get issue saving the project. A temp file that Fusion2.5 is not able to save (I didn't write down that information).
Because I will use a lot of animations (I am working on a animation of 2000 frames at the moment) I need to know if Fusion is able to handle large animations and if there are a way to work around my problem.
If someone would like to try the files I have uploaded these at:
The .exe file is aviable at http://dfiles.eu/files/kbzpbupoe
The .mfa file is aviable at http://dfiles.eu/files/oitshallh
Note: The animation is made very fast and are preview (not renders), some holders are visible at several animations.
Quote:
"If the application is large address space aware (linked with /LARGEADDRESSAWARE), it gets 4 GB (see http://msdn.microsoft.com/en-us/library/aa366778.aspx)
They're still limited to 2 GB since many application depends on the top bit of pointers to be zero."
I think so. All animations are limitied to 454x396 pixels. At the moment I am looking what happen if I limit what animations are aviable in each Frame/Scene. At the moment my first Frame use 700 Mb (13 active objects), including 2 huge (4350x2570) pictures (background and front). All are limitited to 1 direction. 3 have 1 animation, 1 have 4 animation, 1 have 5 animations and the rest are 1 picture in different sizes floating around or appare/disappare.
Instead of trying to tell as mutch as possible in a single Frame, I try to split the story into smaller aera and create a new Frame.
This weekend I will test difference between use same active object or create new active object for each Frame. This because some animations will be triggered in different Frames/aera and the Active Object don't need to contain these until they are triggered. At the same time regular animations (wait, walk, run and more) are not needed.
I have one animation of 2000 pictures that I would like to get into the story, but it is not important and nobody will notice if it isn't aviable.
Not really, the program doesn't "get" any RAM, the program is able to access a slightly larger amount of RAM, 3.5 gb in most cases, when running on a 64-bit OS.
Also, can you tell me what display mode you are using for your application?
This has been discussed multiple times elsewhere, and I believe the simple answer is that it would require an entire rewrite.
As I've said, the worst that would happen is that extensions needs to be recompiled as well as Windows has this stupid limitation of 32bit dlls not being accessible from 64bit exe.
Why on earth would we not make Fusion 2.5 64 bit if it was as simple as changing the build type?
Finally, there is a workaround available actually. It's not fool-proof nor guaranteed but it's worked for some. Link is in here: http://www.onlinecourses/blog/clickteam-fusion-2-5-memory-management/
I bet, had I have access to sources of CF 2.5, I could make it 64bit in a week.
"I bet, had I have access to sources of CF 2.5, I could make it 64bit in a week."
It would be in Clickteam's interest to make the base product 64-bit and if it was a "one week job", as you describe, it would have been done. Maybe it's best you stick to getting something of your own developed as opposed to throwing unwarranted statements around on old threads.
You are wrong. First, a part of Fusion 2.5 is in assembly (collision detection routines and some non HWA graphic routines). Secondly obviously the size of some data types change in a 64-bit program, lot of work and tests would be required to fix this. Not even counting the extensions, SDKs, etc. So a rewrite is not required BUT it's certainly not a simple change to do.
>> Few years ago Yves believed that 3D can't be done in Fusion without full rewrite. Then the Firefly happened (and before that few shaders that created 3d-like effects). So I don't even believe in Clickteam's ability to even judge whether full rewrite is needed or not.
Please don't judge our ability to judge whether full rewrite is needed or not, and avoid quoting me incorrectly if possible. ;) Making Fusion a real 3D product with 3D editors, 3D movements, 3D collision detection obivously requires a full rewrite and I'm sure you know that's what I meant. 3D objects (3D Mesh etc) exist for Fusion for 10+ years, this is not at all the same story and this is what Firefly is (well, actually Firefly is a whole 3D system ABOVE Fusion 2.5, so it's much more advanced than 3D Mesh, but you see the point).
Thanks.