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Describe the issue
When teleporting down hundreds of rock raiders, the memory usage in the VS Debugger will slowly skyrocket (~2MB per rock raider!!!). When exiting a level, this memory is not cleaned up at all. This is not related to standard listSet expansion, because the memory increase happens with every unit.
This occurs with both Mini-Figure and RockMonster object types, so it may be an issue with the CreatureModel or the MeshLOD (in which case Vehicle types may also be affected).
The current theory is that this is related to MeshLOD, because the memory usage only goes up when teleporting down the Nth unit for the first time, meaning restarting the level and teleporting down new units won't increase usage until exceeding the previous max. MeshLOD has some funky behaviour with allocating contiguous memory for cloned meshes. So this may likely be the key to what's happening.
Update: It's not the MeshLOD, it seems to be the CreatureModelContainer. Disabling MeshLOD cloning doesn't stop the memory consumption, so the issue has to be burried somewhere in one of the aspects of Containers.
Expected behaviour
Memory should be reasonably cleaned up between levels, it's understandable for some memory to stay, like those of list sets. But there are no other known structures that should continuously consume decent amounts of memory without returning it.
Steps to reproduce
Run OpenLRR in the VS Debugger.
Start any level.
Turn on the Disable Oxygen Consumption cheat to allow endless unit spawning.
Continue to teleport down rock raiders and watch as memory usage jumps up with each unit.
Additional information
Time played this session: 4-10 minutes
Level: Driller Night!
Game speed: 100%-300%
Graphics fix: dgVoodoo 2.79.3
Using mods: None
The text was updated successfully, but these errors were encountered:
trigger-segfault
changed the title
Memory for Rock Raiders is not fully cleaned up between levels.
Memory for Rock Raiders is not fully cleaned up between levels
Sep 20, 2022
Describe the issue
When teleporting down hundreds of rock raiders, the memory usage in the VS Debugger will slowly skyrocket (~2MB per rock raider!!!). When exiting a level, this memory is not cleaned up at all. This is not related to standard listSet expansion, because the memory increase happens with every unit.
This occurs with both Mini-Figure and RockMonster object types, so it may be an issue with the
CreatureModel
or theMeshLOD
(in which case Vehicle types may also be affected).The current theory is that this is related to
MeshLOD
, because the memory usage only goes up when teleporting down the Nth unit for the first time, meaning restarting the level and teleporting down new units won't increase usage until exceeding the previous max.MeshLOD
has some funky behaviour with allocating contiguous memory for cloned meshes. So this may likely be the key to what's happening.Update: It's not the
MeshLOD
, it seems to be theCreatureModel
Container
. DisablingMeshLOD
cloning doesn't stop the memory consumption, so the issue has to be burried somewhere in one of the aspects of Containers.Expected behaviour
Memory should be reasonably cleaned up between levels, it's understandable for some memory to stay, like those of list sets. But there are no other known structures that should continuously consume decent amounts of memory without returning it.
Steps to reproduce
Additional information
The text was updated successfully, but these errors were encountered: