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
It's not an issue, it's the memory allocation for the game.
4Gb of physical memory isn't enough for The Division. What you are seeing is virtual address space saturation (system reserved), because your physical resources were exceeded by the software's operation.
Additionally, frames will drop when video resources are exceeded in the same way. NVIDIA & AMD utlize frame buffers that activate from the memory cache (VRAM) on the unit. When more rendering instruction (fill-rate/draw call) are used beyond the unit's capacity the farmes drop. At times this can register more allocation than your resources can saturate.
Does that make sense?
In Layman's, your resoruces are being exceeded. The Division has the disposition of eating resoruces due to how the pipeline (Snowdrop engine) operates. Even the highest of high-end systems will utlize resoruces in high volume. Talking over 8+VRAM if detected at high resolutions, and up to, or exceeding 8Gbs of physical memory.
Upgrade, or be satisifed with the performance you have. The Division is demanding, but there aren't really any "dramatic" errors in programming. It's just how the engine functions.
Most of the issues comes with multi-GPU configurations.
I run the game with 4GB of ram, not using more than 3GB total!
Excusing poorly optimization...LMAO
I neglected to mention I'm running an i7 6700K, 32GB DDR4 and a GTX 1080
Regardless, the influx in resource assignment is normal. I have seen the same thing. It's from texture resources streaming in with higher in-game configurations. It's normal.
You're quite welcome. You will notice it the most in the upper DZ areas and within the Last Stand. It increases based on the amount of geometry that is rendered; as there are a greater amount of surface textures being drawn.
I really see the performance hit in Last Stand and in the upper DZ, dropping down to 45 FPS and everything, it's ridiculous.
The density of unique textures, buildings (static models), light sources, assets (clutter), and shaders is the highest in these areas. This is why resources "spike" when viewing specific locations directly, or when reaching specific areas of the map. Remember, the traversable areas are far greater than other portions of the game world. Verticality, and the amount of distance rendered is far greater in contrast to previous builds.