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[VN
Boards Archive] |
Welcome to the Vault Network
forum archive.
This is not a complete archive, time didn't allot us the
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Topic: Running out of memory quicker with new decal?
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mav_sc
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Subject:
Running out of memory quicker with new decal?
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It's been about a year since I've run a trade bot, and that was obv on the old decal. With the new decal, running only mule it trade it plugin, all other plugins disabled (including VView service), I just went for 2.5 days before AC ended up using 1.5 gigs of RAM and crashing because it couldn't allocate any more. Is 2.5 days a reasonable duration for a trade bot? I swore I used to run my trade bot a year ago for a week+. Any client I run tends to get to that 1.5 gig mark much quicker now than before, not sure why. When a client hits 1.5GB usage, it crashes. My system couldn't be any better: Windows 7 x64 Intel Extreme SSD 24 GB RAM Intel i7 960 ATI 5870
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Virindi-Inquisitor
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Subject:
Running out of memory quicker with new decal?
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More likely it's because during that year, Turbine increased the minimum resolution of the game textures. So, AC itself takes significantly more memory now.
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Virindi --- ****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc... Decal Core Dev - http://www.decaldev.com
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mav_sc
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Subject:
Running out of memory quicker with new decal?
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Well, AC starts up at around 250MB. I recall that's about what it started up as before. I run my AC in the lowest possible resolution, with the lowest possible gfx settings.
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Virindi-Inquisitor
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Subject:
Running out of memory quicker with new decal?
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Lowest possible settings right now are equivalent to something like 'medium' settings before.
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Virindi --- ****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc... Decal Core Dev - http://www.decaldev.com
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agnari
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Subject:
Running out of memory quicker with new decal?
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yes can lower the settings, also helps if you go to overhead view(keypad 5) once the bot is into postion as less of an area is visible and doesn't require as much graphics.
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Ag Nar Portal Mule Master of the Loresraat Mastering the pixels of gamedom, 1 MMORPG at a time..
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Dhuran-The-Furious
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Subject:
Running out of memory quicker with new decal?
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That's one hell of a system.
*envious*
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- Vesayen Wanderer - Ulgrim the Unpleasant tells you, "My buddy Claude's back!" Ulgrim the Unpleasant tells you, "Uh, I mean..." Ulgrim the Unpleasant tells you, "I pledge to remain eternally vigilant against the Virindi threat."
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mav_sc
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Subject:
Running out of memory quicker with new decal?
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agnari posted: yes can lower the settings, also helps if you go to overhead view(keypad 5) once the bot is into postion as less of an area is visible and doesn't require as much graphics.
I did some testing over the last day and a half and switching to overhead view seems to make no difference. I have to believe that AC will cache all gfx in the area even if you can't see them. Otherwise there would be stutter when you simply turn your character. My next test will be disabling decal views. I suspect this will make no difference. I will then test narrowing the FOV, which I suspect will also make no difference. I will then disable my VView HUD's. I have no hypothesis on what the result will be.
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Hazridi
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Subject:
Running out of memory quicker with new decal?
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The new Decal does handle WF object caching slightly differently, but 99.999998% of the code is the same
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Hazridi of WE, VT, HG, SC Decal Core Dev - http://www.decaldev.com - Beta at http://www.decaldev.com/beta
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