Memory Leak.
" I have a 64 Bit Windows and 16 Gigs Ram, i get Out of Memory crashzes all the time. Current Builds:
All in one Thread until i make new Guides poeurl.com/c4vT |
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" Win10: constant alt+tabs and "you are running low on memory, please shtu down programs" win7: nothing (so far) d:-D*
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Reporting in to +1 the fact that there is indeed a memory issue. I have 32 GB of RAM in my system, on Windows 10. Playing PoE for an extended period of time will gradually increase the amount of RAM used, which doesn't clear out unless I restart the computer.
I can manage to play stable for a good 10 hours or more, but when you see numbers like 23 GB being used, you kind of figure something hasn't been optimized right. ------------------------------ Simply put, most people with 32 GB of RAM probably won't "encounter" any memory problems unless they play (and/or AFK) for a very long time (12+ hours), probably with other programs being used. However, since the RAM doesn't actually clear, trying to play again the next day won't do you very well either, unless you shut down/restart the computer. It'll continue adding onto the RAM if you just put it into sleep mode or leave it on overnight. This game is kind of turning out like Just Cause 3's leak, where having more RAM will allow you to play for longer periods of time, but it doesn't actually fix the issue... Last edited by Nitorita#3128 on Mar 13, 2016, 4:26:47 AM
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" 'eventually an allocation fails' is a rather rare situation in todays machines with resource hog applications such as modern video games. distinguishing poor resource optimization from actual leak is critical it is not a memory leak if I malloc 100mb on the heap to hold a structure that contains two 256 character strings and an int. its just hogging the memory for no reason. in fact, applications that are written in language with built-in memory management and auto garbage collectors, such as java, by definition cannot have memory leaks, yet they are almost always plagued by poor performance. thats because for a complex application the garbage collector is usually a bottleneck and does more harm when it comes to performance relating to disposing of objects/freeing up memory (naturally) tl;dr: allocating more memory than needed and holding on to it isnt a memory leak. it wont show up in static code analysis profiling such as valgrind. it's simply poor programming/optimization technique. |
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"Exactly all these. it wont crash the system but as soon as it slowly reach near your maximum RAM it will crash. It takes a while if the player have large amount of ram. When we quit poe, the used RAM didnt get release back into the system. The only fix so far is restarting the computer. |
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" I can't see them leaving unoptimised code in an expansion release. I would if it was a AAA with a publisher that determined the timescale of release but GGG have the luxury of negating that. Also the deallocation of memory or lack of garbage collection on specific objects would be more likely if the system uses a hybrid GC to allow over-riding of the flag to clean. However who knows as it's not open source so we can't say for sure. I certainly would love a crack at the SDK for this game though to fix a few things I spotted over the years. |
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" I do not have this problem and have only 16 GB, i let the game opens for 12 hours per day and play 4-5 hours straight. NO CRASHES. The ram taken by the game is never higher than 4 GB and it is never bottlenecked by "unknown" allocation. BTW guys, do you know that windows 10 64 cannot allocate more than 4 gb for direct X 9 games? it could have been doable to use an extension but MS devs choose to not. windows 7 can, vista can. So poe CANT use more than 4GB ram on windows 10. witcher 3 cant too. Edit: Ok guys, i had a crash, the first . Out of memory with 2.9 gb taken by the game. It's not a problem of memory directly. Thoo, it happen'd when i went to act 4 belly of the beast after the labyrinth. So my theory is that a buffer is full and cannot be cleared, could be sound's data or textures. The ram taken by poe has not effect on this kind of problems. Something like that: DefaultHeapInitialAllocMB=128 ScrapHeapSizeMB=64 when the value is exceeded, it crashes. I will never be good but always I try to improve. Last edited by Geisalt#1772 on Mar 13, 2016, 3:21:24 PM
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Ok, after some tests, i have reproduced the crash with labyrinth + act 4 belly of the best, BUT absolutely NO crashes with the --nopreload command.
If you crash sometimes, try it and tell us if you still crash. I will never be good but always I try to improve.
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" I thought I was pretty clear by describing a "live leak". Indeed it's not a true memory leak (where the reference is lost), but the problems are the same. --- We know that they've written the client in C++, and we know that they're using a custom garbage collector of some sort (there are gc tuning options that you can pass to the client binary) but we don't know if all client memory goes through it or not. We know that the total amount of assets in the .ggpk is far greater than the 4GB they can possibly access, so there will always be some churn of these things. We know that the game frees assets on zone transitions, unloading things it won't need later and loading things it will need soon. We also know that certain zones need substantially more assets than others. Pulling all of act1 off of disk is smaller than pulling just the Labyrinth, for instance. The recurring crash is on zone transitions. Speculative, but it may be trying to pull in new assets before unloading old ones, and for a brief time, they overstep their process limit. If their engine freed assets before loading new ones (instead of loading new ones before freeing old ones), that might be a solution by itself, though I really believe it's something much more subtle since that seems... too simplistic. It may be fully reproducible by loading into zones in a certain order, or it might be slightly non-d in that it requires "special"/RNG assets to be loaded as well (exiles, CZs, perandus chests/enemies, ghosts, player MTXs in town, etc). It makes sense that loading into "heavy" areas would reproduce this -- big targets being Labyrinth, Imperial Gardens, and most areas in A4. --- FWIW, still no crashes on my end since that first week, though workload-wise, I'm mostly just running maps and not labyrinths. |
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Same problem here.
I get the "mapchunk error code 8" and etc and game crashes after a number of map changes. Have a look on technical support section of forums, its a "known" issue for many after these last patches. We need fix badly ! :( |
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