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Garbage collectors can be a real hard to debug if it had one. NMS has been plaged with memory leaks in the past but nothing like this one. But I think the FPS probs are video card related. My game dose not slow down FPS it gets unresponsive to comands. In or out of game. Its like a wall and I have to reboot.
Thank you !
I can say what I like. I can program and I have eyes. Its experience that I am using not proof for you.
I don't know if NMS is using a cusotm stack allocator, pool allocator or hybrid therein or if it is just using the standard new and delete
But proving there is a leak is extremely difficult on systems with a lot of memory unless the leak is very large and very easy to spot.
One good way is to add counters from the memory section in Performance Counter. But a small leak is going to be very hard to find. And over time you will see memory rise and fall and unless you know a lot about the app and it's max usage it is very unlikely you will find anything from the output.
If the app gets slower or begins to only use disk access and page faults start to go through the roof then it is possible it is out of the RAM allocated to it by the OS and is using the swap file as memory which is great but very slow. But since games use the swap file all the time via memory mapped file I/O in Win32 this is also very hard to track. Let me tell you I've tracked down leaks in C++ and C# and even with the code and much better tools at my disposal they are extremely hard to find and track down.
If you are a developer then you also know that claiming 100% that there is a leak is fraught with issues when you don't even have the source or using any of the tools provided by MSVS to track it down and when you know nothing about the codebase in question.
That is prob. just data over load not a leak. A memory leak is where the system thinks it being used and the program is done with it. when the progam ask for more memory it cant use the leaked memory that was not unallocated. Not an FPS prob in most cases. the system runs fine tell it askes for memory and cant have any and it will hang up at somepoint as resorses are not avaliable.
No solution is perfect. The main reason for using a custom allocator is that new and delete are under the hood using Win32 calls to allocate memory and they are a bit slower and the default allocation scheme is prone to fragmentation. If you pre-allocate and then hand out memory from a custom memory manager you only take the hit for the new at the start of the application and the rest is just managing offsets into the giant allocated chunk of memory. The default new and delete and malloc and free have gotten much faster over the years though so not all codelines rely on custom allocators.
yep. I am an old programer learned on Quick C 30 years ago. Thay tought us pascal and fortan in school. My last programing job was uing MS foundation class 4 so I am a bit out of date. Its just a feeling. No proof. The game works fine. I jsut reboot.
P.S. I had to write a garbge collector for windowns 98. I used a program called ICE to single step through the OS as it alocated memory. Got a vitural mouse and keyboard driver I used to bot Everquest and WoW tell honorbody bot cam along. Missed the poker bot craze could have made some cash.
There is plenty of information. I have done tests since 1.51v and yes there is a Vram leak, it grows in small portions but never gets better until you restart the game else fps starts to tank Lod issues etc so yeah look with all do respect , i think i and the dude who posted this are sure of it. I wouldnt be talking about it right now if i wasnt 100% sure .If you took the time to test instead of telling people they're most likely wrong and saying there isnt enough proof , when you have not proved proof yourself ? So look do the testing yourself im sure you know how to lol and see for yourself..
what plenty of infomation are you referring to?
There's only been a generic idea put out with absolutely no evidence to back it up, just some anecdotal stuff.
You have exactly 0% understanding of how the game is handling memory correct?
That's some A+ analytical skills to show your thorough understanding of how NMS memory works.
oh wait no, it just demonstrates what i said. You have no idea what your talking about.
Finding this issue and then find a simple but very effective fix for it was the intended goal here and getting enough people to test it themselves and show enough backing on the thread that hopefully hello games would fix this really silly issue that is taking up unecessary power (and just to specify a memory leak doesnt necessarily have to 'leak' power for it to be classed as a memory leak, so long as data is being taken and then not being put back in any way shape or form is considered a leak and poor optimization).
So for the sake of getting this really daft bug fixed, test it, go out and place waypoints around multiple planets on multiple systems and they ont cause you an issue, go and accept a load of quests throughout multiple systems and you will find your fps is dropping substancially, then abandon all active side quests and watch your fps go back to it's original value.
Why warp when you can teleport to every station you've been to for free and instantly? The game even puts quest markers on those stations where you're old quests are still located. It takes minutes to teleport around and clean up all the old quests. Pick up a half dozen suit upgrades while you're at it.