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Special K - "Kaldaien's Mod" Special☆K
STEAM GROUP
Special K - "Kaldaien's Mod" Special☆K
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[BUG] Unreal Engine 4 memory leak with 0.10.3
I've been trying to use the 0.10.3 version of SpecialK.

I tested on EarthFall, and I asked my friend and a friend of his to test on their PC too, they tested on Street Fighter 5 and Soul Calibur VI.

All UE4 games had the same problem of memory leak.

On Earthfall, after 3 minutes in the game, it starts to leak.

5 GB on mod's OSD, 8 GB on GPU-Z, 12 GB RAM usage[prnt.sc]
logs[pastebin.com]

On Street Fighter 5, after a fight, the same starts to happen.

2 GB on mod's OSD, 5 GB on GPU-Z
1080ti Test[puu.sh]
logs[pastebin.com]

On Soul Calibur, it takes more time, but it already starts to use more VRAM on the first fight.

logs[pastebin.com]
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Showing 1-7 of 7 comments
JBeckman Aug 7, 2019 @ 3:15am 
Wonder if it's the texture cache causing a increase in memory usage if that is enabled, interesting discovery.

EDIT: Well caching textures to RAM would increase RAM usage but if the amount is greater than expected even with a reduced cache size then there could be a problem assuming it's cache related in the first place. :)
Last edited by JBeckman; Aug 7, 2019 @ 3:15am
Aemony Aug 7, 2019 @ 3:23am 
Wasn't it Unreal Engine 4 that have some special type of texture uploads that Special K couldn't handle, which basically caused textures to be uploaded in stages and so SK thought it was all individual textures being uploaded, and not part of the same texture?

Or maybe that was another engine?
JBeckman Aug 7, 2019 @ 3:45am 
Unreal Engine 4 was part of it from what I recall, Unity had some issues as well but I think Unreal was more problematic the way it had something with texture binding or staging them, bit above my knowledge level but I know Kaldaien posted a few notes on it from problem reports in some Unreal Engine 4 titles.
Kaldaien Aug 7, 2019 @ 4:13am 
They're measuring different things, BTW. Special K measures the minimum resident set for the last 2-3 frames, which is the total of all resources actually used and a more realistic measure of VRAM. GPU-Z is measuring all graphics memory irrespective whether it is in-use or even stored in VRAM.

As for caching UE4 textures, this works fine. It's texture injection that has several limitations due to staging instead of immediate upload.
「Nom Nom」 Aug 7, 2019 @ 4:39am 
I think the problem is with 0.10.3.

I tried disabling the texture cache too, the bug was still there.

I've been testing more and discovered that using the Official Reshade with 0.10.3, this bug doesn't happen. If I use the Custom Reshade, or disable it, it happens again.

dxgi.log > https://pastebin.com/ygfZU9Yq
Reshade64.log > https://pastebin.com/qPbQzP5k
Kaldaien Aug 7, 2019 @ 6:08am 
So then, I take it the problem is the custom version of ReShade shipped in 0.10.3 and not Special K itself?

I cannot think of any reason it would behave this way, but million to one shot, try different load orders for the plug-in.
「Nom Nom」 Aug 7, 2019 @ 6:54am 
Actually no, the problem happens even If I use only SpecialK.

Thing is, if I use the Official Reshade, somehow it fixes it, that's why the .log from the official reshade on the previous post.

I just tried to use the custom version (the one that comes with 0.10.3), to see if it fixes the problem too, but the problem came back.

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