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https://docs.microsoft.com/en-us/sysinternals/downloads/rammap
It happens when ya load too many maps on the same play session, if ya work on one area at a time and don't change maps too often it will help it.
No reason?
I mean, the game files themselves are more than 100GB, and that probably includes some compression, and it doesn’t include any procedural/instanced data. Why do you think those files exist if not to be (eventually) loaded into memory?
And caching runtime data is an extremely common practice. Virtual memory is hardly a ground breaking technology.
IMO, your evidence of a memory leak is pretty dubious as it is *exactly* the behavior you should expect for such a large game.
Do you think those assets stay entirely on the HD during runtime?
I didn’t say the file size is directly related 1:1 to runtime memory footprint. I made a rough comparison of the relative scales involved.
It is obvious, or perhaps not, that a 100GB game might utilize more than 16GB of runtime memory, if only to speed up load times of common or recently used assets. A so called memory leak isn’t needed to explain that behavior.
In contrast, I wouldn’t expect that behavior in a 100MB game. 90MB of assets isn’t likely to fill up 16GB of ram.
Textures, sounds, animations, models. They all take up a lot of HD space and they are all loaded into main memory as they are used.
What do you think the game is doing at start up and between levels?
Keep banging those rocks together, guys.
Again, I’ve said nothing more complicated than 100GB > 16GB.
6GB is the *minimum* requirement. That is the minimum amount of data needed to run one scene at an arbitrary speed. At minimum specs, everything else needs to be dynamically loaded and offloaded to fit.
Do you think constant HD access makes the game faster or slower than caching assets in memory?
Why do you suppose they list 16GB as the recommended spec?
PS It’s kinda cute that you think of 16GB of ram as a lot or somehow beyond the capacity of modern games.