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
but thats just my guess, other then ram load and unload stutter im running just fine on a i7 6700HQ 2.6ghz and GTX 970m and 16ram
as for the leak, im kinda uneducated in what it really means, but im guessing its when the program accidentally writes data outside of its given data range. wich could be caused by the program not allocating enought ram, wich could be caused by what iv said erlier about the game trying to be verry minimal on the ram usage.
Its not just dashing, jumping and attacking usually cause the issue too.
This problem was fixed for me when they upgraded the beta to 0.21.
If its the exact same problem i had in the initial version of the beta (0.15), alt tabbing in and out of the game fixed it for me.
And make sure your in fullscreen mode.
Ah, then you're right. I forgot whether they were installed during my first launch so this was probably just the game installing them again.
I did notice some flickering in the water in the overworld map though. I don't recall that being there yesterday.
Did you experiment this issue on borderless mode even after said fix? Anyway no matter the setting, I still have stuttering :/
It happened to me too even at first launch of the game. It happens randomly and it seems to be fixed/caused by closing and booting the game again...
Memory leaks are stupid easy to deal with, if you write your code with decent architecture in mind. Build on proper, vetted and well-tested code abstractions that don't have them and then don't perform unsafe pointer manipulations yourself.
When a video game has memory leaks its almost exclusively because a developer thought of something ... ' clever ' ...
And 9 out of 10 times said developer will be a veteran developer that is abusing their seniority to perpetuate coding practices from the 90s, because that's all they really know. (This is particularly a problem in asian software companies, it seems, which tend to still value seniority over actual technical expertise.)
That's a big "if", unfortunately. Peer review for all commits helps a lot in those cases, though I'm not sure how standard these are in the game industry.
The video game industry still largely abuses play-testers to locate functional bugs, instead of relying on automated unit testing and integration testing for that. I highly doubt peer reviews rank high on the list of "in use".
I've used Dash about 20 times in a row, and I would imagine that would cause the bug to appear.
Maybe the recent patches have fixed it?
According to my notes, it was never fully 'fixed' even in v0.21. I reported a memory leak several times as well, and it was improved in v0.20 based on my testing, but I stressed to IFI pior to release that it was still in an unacceptable state.
That said, remember that IFI aren't really the developers of the game. I'm not sure if they handled the entire porting process on their own, or if CH / IF (not International) did it and then handed it to IFI to localize. If this is the case, IFI would likely have to bug CH / IF to make the necessary changes to improve memory usage and would thus be at their mercy.
A reliable work-around, as with any memory-leaking application, is to simply restart the game every now and then. I can get annoying, but at least you can easily save the game between dungeons. In my testing, it didn't get crazy until I had played about 3-4 hours or more.