Satisfactory

Satisfactory

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Grymlot Feb 1, 2024 @ 4:21pm
Event Viewer: Ran out of memory, yet only 33% in use
The windows event viewer on my dedicated server machine is constantly spamming "ran out of memory" errors for FactoryGame, but if i look at the task manager at the same time, it only shows 33% of memory in use. I have 16 GB installed on this server and it's newly installed ram which I bought due to these errors, so it doesn't seem to be the RAM that's the issue. Any ideas? The game is running fine most of the time, but maybe once a day it's crashing and it doesn't give an error in the event viewer when it does. I do see some other blueprint caching errors, but not at the time of the crash.
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Showing 1-5 of 5 comments
Grymlot Feb 1, 2024 @ 4:24pm 
Scratch that, I do have an error in the Satisfactory log file:

[2024.02.01-23.29.16:688][505]LogGame: World Serialization (save): 2.929 seconds
[2024.02.01-23.29.17:611][505]LogGame: Compression: 0.909 seconds
[2024.02.01-23.29.17:611][505]LogGame: Write To Disk: 0.002 seconds
[2024.02.01-23.29.17:612][505]LogGame: Write Backup to Disk and Cleanup time: 0.003 seconds
[2024.02.01-23.29.17:625][505]LogGame: Total Save Time took 3.866 seconds
[2024.02.01-23.29.33:335][506]LogWindows: Error: === Critical error: ===
[2024.02.01-23.29.33:337][506]LogWindows: Error:
[2024.02.01-23.29.33:337][506]LogWindows: Error: Fatal error!
[2024.02.01-23.29.33:337][506]LogWindows: Error:
[2024.02.01-23.29.33:337][506]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
[2024.02.01-23.29.33:337][506]LogWindows: Error:
[2024.02.01-23.29.33:337][506]LogWindows: Error: [Callstack] 0x00007fffde9aaa20 UnrealServer-FactoryGame-Win64-Shipping.dll!UFGBuildGunStateBuild::Server_ConstructHologram_Implementation() [C:\BuildAgent\work\607eee041ab2bfcf\UE4\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGunBuild.cpp:1237]
[2024.02.01-23.29.33:338][506]LogWindows: Error: [Callstack] 0x00007fffde756748 UnrealServer-FactoryGame-Win64-Shipping.dll!UFGBuildGunStateBuild::execServer_ConstructHologram() [C:\BuildAgent\work\607eee041ab2bfcf\UE4\FactoryGame\Intermediate\Build\Win64\UnrealServer\Inc\FactoryGame\UHT\FGBuildGunBuild.gen.cpp:742]
[2024.02.01-23.29.33:338][506]LogWindows: Error: [Callstack] 0x00007fffed8689d9 UnrealServer-CoreUObject-Win64-Shipping.dll!UFunction::Invoke() [C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6412]
kimba-rip Feb 2, 2024 @ 9:34am 
update 8 runs on UE5.2 but it's showing UE4...?
Grymlot Feb 4, 2024 @ 7:03am 
Weird. I just installed freshly via the SteamCMD a month ago. Is that something I could upgrade without ruining the compatibility of my save files?
sansee Feb 5, 2024 @ 1:02am 
Run out of memory doesn't literally mean out of memory.

Windows has known problems with rapid memory allocation and latency regarding paging, especially (and worse) since automatic resizing is turned on by default, and since the OS touches the paging long before you've even used 50% of physical memory you can and will experience more problems with too low memory regardless. "out of memory" and EXCEPTION_ACCESS_VIOLATION is just some of those problems.

That includes bugs in the other software, like a library and/or the game.

You can upgrade and still load up the old save games, officially at least. However, dedicated is still very, very experimental so you might run in to problems regardless.
sansee Feb 5, 2024 @ 1:09am 
The other part of that story is that when a piece of software tries to write, read or change something in the memory which is not existing, damaged/corrupted or restricted, you can also get those errors because of bugs.
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Date Posted: Feb 1, 2024 @ 4:21pm
Posts: 5