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Memory Hunger :)


ColKlonk

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Not sure whether this is the right place to put this...

While loading KSP, I monitor it's memory usage with process explorer... and it's really a memory hungry program, when the mods get rolling.

In some cases there are memory jumps of some 500MBs :confused: which is and enormous memory request by any software standards, and think this is what causing crashes in most games nowdays.

This might be with the mod dll's themselves or KSP itself.

Having done some code development myself, and knowing that memory allocation is always an issue, maybe I thought that the Devs (or mod developers) can control their code 'memory requests' more precisely or have (if not already) a game API that can control the memory allocation per mod.

A lazy way of coding has usually been to request maximum memory, then cut down and clean up. With many mods doing this you'd soon run out of memory.

It might be an idea to only request slightly more memory than you require, which would require a bit more work, but certainly worth it in the end.

OR with each mod, have a memory allocation GUI that a user can set, allowing user testing and customisation.

:wink::D

Edited by ColKlonk
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Not sure whether this is the right place to put this...

While loading KSP, I monitor it's memory usage with process explorer... and it's really a memory hungry program, when the mods get rolling.

In some cases there are memory jumps of some 500MBs :confused: which is and enormous memory request by any software standards, and think this is what causing crashes in most games nowdays.

This might be with the mod dll's themselves or KSP itself.

Having done some code development myself, and knowing that memory allocation is always an issue, maybe I thought that the Devs (or mod developers) can control their code 'memory requests' more precisely or have (if not already) a game API that can control the memory allocation per mod.

A lazy way of coding has usually been to request maximum memory, then cut down and clean up. With many mods doing this you'd soon run out of memory.

It might be an idea to only request slightly more memory than you require, which would require a bit more work, but certainly worth it in the end.

OR with each mod, have a memory allocation GUI that a user can set, allowing user testing and customisation.

:wink::D

It mostly come from the way KSP manage texture, it just load everything (even thing that you the user will not use) in the allocated memory at start ( and those texture are pretty big for some mod). Most game with really big and detailed texture do a load on demand thing but not this one.

Edited by Hary R
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There was a dev & suggestions thread about just a few days ago. Would be nice if it saw some more action.

http://forum.kerbalspaceprogram.com/threads/109775-Win64-shouldnt-be-needed-Optimization-time-I-think-so

It's probably not just textures. You can bet that meshes are dealt with in the same way, just at a lower memory cost. So yeah it is super lazy coding :D Hopefully they will change it once they are done with the 1.0 release.

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