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Blake_

Blake_

@faatal I've been further testing a19.3 and I have a few questions.

 

1-Does the loading-unloading of assets in the memory uses just VRAM and/or some CPU  ?

 

2-Does the process involve more dedicated memory usage than expected surpassing the total budget and using general purpose RAM ? How much VRAM does the game use on a minimum specs setting ? 

 

3-Is the RSS RAM feed in the dev console  the actual total amount of memory used by the game due to garbage collection and other factors?

 

4-If so, can it be cleared/emptied/reset in game ?

 

5-Wouldn't it be cool to have a CPU and VRAM and RAM tool (like  a very limited version of FRAPS) available through console commands ? 

 

 

I believe the speed of the Graphics card processing is at play here, though it shouldn't really amount to less than the necessary memory needed to the loading and unloading of resources.

 

The thing is, I have microstutters when the yellow warnings pop up (symptom). They are of various levels of severity depending on just how much stuff is being processed and I wonder about just how much do they tax the system in that short amount of time. They look like RAM microstutters, so I was just surprised given that my map is 720p and according to the console consumes just about RSS 3800 Mb of memory (with the other two feeds below 1200MB)  , so I guess I'm either mistaken and they do use some CPU or they are indeed too taxing for a minimum GPU to handle and systematically surpass the budget every time. ((EDIT: Interesting, RSS feed DOES go from 3800MB to 4300MB in just 1 hour of gameplay in 720p half size textures, a bit too much if you ask me; and it never empties to avoid that surpassing within that timeframe))

 

Maybe a more spreaded (lighter) loading and unloading would solve the issue, yet Is that even possible at this point ? 

 

Wandering hordes still give bumbs (lesser bumbs), but I believe that it's the spawner itself that might be causing problems. Apparently it's just too heavy to activate a spawn with a bit of complex logic.

 

Unity 2020.1 and 2020.2 might hold some answers for stability in these cases, though I don't believe in night and day situations this far into the dev cycle.

 

A penny for your thoughts. Thanks in advance. 

 

 

Blake_

Blake_

@faatal I've been further testing a19.3 and I have a few questions.

 

1-Does the loading-unloading of assets in the memory uses just VRAM and/or some CPU  ?

 

2-Does the process involve more dedicated memory usage than expected surpassing the total budget and using general purpose RAM ? How much VRAM does the game use on a minimum specs setting ? 

 

3-Is the RSS RAM feed in the dev console  the actual total amount of memory used by the game due to garbage collection and other factors?

 

4-If so, can it be cleared/emptied/reset in game ?

 

5-Wouldn't it be cool to have a CPU and VRAM and RAM tool (like  a very limited version of FRAPS) available through console commands ? 

 

 

I believe the speed of the Graphics card processing is at play here, though it shouldn't really amount to less than the necessary memory needed to the loading and unloading of resources.

 

The thing is, I have microstutters when the yellow warnings pop up (symptom). They are of various levels of severity depending on just how much stuff is being processed and I wonder about just how much do they tax the system in that short amount of time. They look like RAM microstutters, so I was just surprised given that my map is 720p and according to the console consumes just about RSS 3800 Mb of memory (with the other two feeds below 1200MB) , so I guess I'm either mistaken and they do use some CPU or they are indeed too taxing for a minimum GPU to handle and systematically surpass the budget every time.

 

Maybe a more spreaded (lighter) loading and unloading would solve the issue, yet Is that even possible at this point ? 

 

Wandering hordes still give bumbs (lesser bumbs), but I believe that it's the spawner itself that might be causing problems. Apparently it's just too heavy to activate a spawn with a bit of complex logic.

 

Unity 2020.1 and 2020.2 might hold some answers for stability in these cases, though I don't believe in night and day situations this far into the dev cycle.

 

A penny for your thoughts. Thanks in advance. 

 

 

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