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Повідомити про проблему з перекладом
Also, setting plays a big role here. With texture size + level of detail at Low, the game uses less RAM then when they are at High.
Wished you got 2x8GB of RAM to compare it with your 8GB RAM results, if the additional memory would ease anything. Will post my tests in awhile.
I haven't had a single crash due to RAM or Swap issues since the game came out - On a "mere" 8GB of RAM.
Initial Setup (consistent to all tests / negligible differences)- Windows Desktop
Loading Time: -
CPU usage: 0%
RAM usage: 1.54GB
Paged: 246MB
Nonpaged: 35MB
- C:SL Main Menu
Loading Time: 2.5mins
CPU usage: 13%
RAM usage: 2.95GB
Paged: 325MB
Nonpaged: 46MB
Tests- Vanilla Game
Loading Time: 1min
CPU usage: 28%
RAM usage: 5.55GB
Paged: 373MB
Nonpaged: 60MB
- Only Assets enabled
Loading Time: 3mins
CPU usage: 28%
RAM usage: 6.66GB
Paged: 368MB
Nonpaged: 58MB
- Only Mods enabled
Loading Time: 2mins
CPU usage: 30%
RAM usage: 6.30GB
Paged: 363MB
Nonpaged: 58MB
- Assets & Mods enabled
Loading Time: 6mins
CPU usage: 30%
RAM usage: 7.44GB
Paged: 385MB
Nonpaged: 62MB
There are many of us out here who have much longer load-in times than anyone that's posted.
I run 1720 assets/mods on 8gigs of RAM on a 9 year old AMD Phenom(tm) II X4 810 Processor (4 CPUs), ~2.6GHz board. I wait 7 mins to load inot the main menu, and approximately 20-32 minutes to load a map. Then mu game needs about 3-5 minutes to "stabilize" befor I get smooth mao scrolling.
The largest pop figures I can achieve and still get back into my saves are around 150k. I also have my main pagefile setup at 1.5xRAM for the minimum, and 3xRAM for the max, as I was getting "page file too small" messages on some load-ins.
I can initially run on medium textures, high detail, full shadows/AA and post processing (dynamic resolution mod at 300% for screenshots and video. I do have to scale down once my city pop gets around 70k or I crash like crazy.
It's beyond obvious that C's:S's needs memory optimization, but even more importantly are mod quality control problems. Too many (the majority) of the assets made are too large in file size, incorrectly textured/mapped and or have problems like flashing textures, mod conflicts etc etc due mainly to the lack of over-sight by Colossal Order. Until something is done to assure well designed and built assets are what are allowed for upload, then these memory problems will NOT go away regardless of any optimization CO implements.
As I have a double boot w/ W7Pro, I ran the same test and got the same results, give or take a few hundred MB.
The thing though is that:
SantaMan, Big Bad Nonja: Looks like you're lucky
Grumpy Nita, Big Bad Nonja: I will try with lower specs and see what happens (btw, my biggest city is around 56k people). I will also try a save without the biggest workshop assets I've used.
romannets: May be... 32GB is the maximum my mainboard allows... I'm not sure my personal Finance Director allows the expense soon though
Glad to know we have almost the same result
It's also my common experience that whenever I exit the game, it will inevitably crash, especially when I'm playing my saved game. However, I was surprised when I was about to end my 2nd test, as I exited the game and chose "To Main Menu", and it went to the Main Menu! I continued the test and I got a bit higher results (not posted) compared when I run the game starting from the desktop.
Regarding computer reboots, are you sure it's not due to pagefile (Windows 7)? If it restarts, you may want to check your computer regarding heating problems. If it went blue screen, it's another case...
I had another observation - while doing the 4th test, I was quite hooked by the music played. I then switched the music and found the physical RAM increased by 0.40GB. I have the "Music Mods" installed. The memory usage increases particularly whenever the classical music is being played. 80's music, I think it decreases a bit. Not sure why. Didn't bother to check thoroughly.
Big Bad Nonja
Care to do the same test as we did? :) I could add another test for my 22k population city :) (haha yeah, just 22k... I'm taking things slowly and enjoying everything :P)
Great layout re CrabShell Island
romannets
Discussing about "norms" heavily depends on where the indivual lives in, and what the person does to one's computer :)
To be on-topic, recommended system requirement for C:SL is only 6GB.
The same case I had... And still having argh... No one can directly answer if getting a SSD and putting the pagefile on that hardware would alleviate my lag spike issue (link)...
btw, I tried C:SL under Linux w/o the largest assets (mostly high-rise unique buildings) - my saved game loaded fine, I was able to play for about 1 hour before being thrown out to desktop :-)
Think I will definitely have a look on the memory increase...
I guess I have to consider getting a 8GB RAM (again)
It's clearly another world!
Results, under W7 w/ my 60K people (now :-) ) city, about 14 GB RAM used, 0 swap, and barely 1mn to load.
On the other hand, under Linux it starts to load the saved game, and just before reaching the end of the loading bar, dumps me back to the desktop...
Unfortunately I had to return the memory to my friend...
Oh well, expenses to schedule...