Tom Clancy's The Division

Tom Clancy's The Division

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Da'vidinchi Feb 9, 2017 @ 10:54pm
Memory Leak?
My rig takes up around 4GB of RAM when playing TD, and everytime when it freezes up on me, the memory jumps up to 5GB if not a little more. This doesn't happen often, but would I be wrong to suspect there's a bug in the coding of the game that causes this?
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Showing 1-15 of 15 comments
CursedPanther Feb 9, 2017 @ 10:58pm 
Does it happen when you visit a specific area or perform a specific action?
Da'vidinchi Feb 9, 2017 @ 11:17pm 
Originally posted by CursedPanther:
Does it happen when you visit a specific area or perform a specific action?
No, not really. For the previous times I remember and this time it's always happened outdoors. This time while I was in the DZ just running.
Originally posted by O-B-E-Y:
My rig takes up around 4GB of RAM when playing TD, and everytime when it freezes up on me, the memory jumps up to 5GB if not a little more.
4-5 is normal, depends on your video config, but if above 6 -> disable snow react on wind. it cause memory leak too often.
Da'vidinchi Feb 10, 2017 @ 1:55am 
Originally posted by O-B-E-Y:
My rig takes up around 4GB of RAM when playing TD, and everytime when it freezes up on me, the memory jumps up to 5GB if not a little more.
4-5 is normal, depends on your video config, but if above 6 -> disable snow react on wind. it cause memory leak too often.
Will do, thanks.
thanks for making this thread. wouldn't have realized otherwise that i was leaking blood from my ears. i dunno if it's exactly a memory leak.. but i do feel kinda faint. light headed etc
COVID-19 Mar 4, 2017 @ 5:51am 
I'm getting this issue as well, will try the wind/snow setting.
Old problem, never fixed.
HooksGURU Mar 4, 2017 @ 6:38am 
Originally posted by O-B-E-Y:
My rig takes up around 4GB of RAM when playing TD, and everytime when it freezes up on me, the memory jumps up to 5GB if not a little more. This doesn't happen often, but would I be wrong to suspect there's a bug in the coding of the game that causes this?

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.
crunch665 Mar 4, 2017 @ 7:14am 
Use rammap, load the game, see the memory leak, come back to windows run rammap, empty...
I run the game with 4GB of ram, not using more than 3GB total!
Excusing poorly optimization...LMAO
Last edited by crunch665; Mar 4, 2017 @ 7:16am
Da'vidinchi Mar 4, 2017 @ 8:17am 
Originally posted by HooksGURU:
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.

I neglected to mention I'm running an i7 6700K, 32GB DDR4 and a GTX 1080
HooksGURU Mar 4, 2017 @ 8:19am 
Originally posted by O-B-E-Y:
Originally posted by HooksGURU:
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.

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.
Da'vidinchi Mar 4, 2017 @ 8:22am 
Originally posted by HooksGURU:
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.
Gotcha, well I haven't ran into the issue since but you never know. Thanks for your input though.
HooksGURU Mar 4, 2017 @ 8:25am 
Originally posted by O-B-E-Y:
Originally posted by HooksGURU:
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.
Gotcha, well I haven't ran into the issue since but you never know. Thanks for your input though.

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.
Da'vidinchi Mar 4, 2017 @ 8:30am 
Originally posted by HooksGURU:
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.
HooksGURU Mar 4, 2017 @ 8:38am 
Originally posted by O-B-E-Y:
Originally posted by HooksGURU:
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.

Last edited by HooksGURU; Mar 4, 2017 @ 8:39am
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Date Posted: Feb 9, 2017 @ 10:54pm
Posts: 15