Out of vertex memory crash

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Pedro vc
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Out of vertex memory crash

Post by Pedro vc »

Out of vertex memory. Tried to allocate more than 1999503 vertices for a single frame
So, I'm having this error with a map I'm making (with various varying amounts of vertices on each crash). Is there any way to fix this without having to cut stuff from my map?
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Rachael
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Re: Out of vertex memory crash

Post by Rachael »

Are you using the modern or legacy branch?
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Pedro vc
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Re: Out of vertex memory crash

Post by Pedro vc »

Rachael wrote:Are you using the modern or legacy branch?
Modern
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Rachael
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Re: Out of vertex memory crash

Post by Rachael »

Try it with the legacy branch. It uploads the map differently to the GPU - the modern branch contains an optimization that was designed to let the GPU take some of the work off of the CPU particularly with maps like Frozen Time. If it works better there, then it's possible your GPU is just RAM-starved and may need an upgrade. If you are using a laptop you might be able to change the memory split in the BIOS in order to give your GPU more RAM to avoid situations like this.
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Graf Zahl
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Re: Out of vertex memory crash

Post by Graf Zahl »

Comment from the source:

Code: Select all

// If a single scene needs 2'000'000 vertices there must be something very wrong. 
So the important question is: What are you doing that it needs this many vertices?
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Pedro vc
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Re: Out of vertex memory crash

Post by Pedro vc »

Rachael wrote:Try it with the legacy branch. It uploads the map differently to the GPU - the modern branch contains an optimization that was designed to let the GPU take some of the work off of the CPU particularly with maps like Frozen Time. If it works better there, then it's possible your GPU is just RAM-starved and may need an upgrade. If you are using a laptop you might be able to change the memory split in the BIOS in order to give your GPU more RAM to avoid situations like this.
Thank you, this worked. Is there any source where I can check the differences between vintage and modern? My beloved tonemaps doesn't seem to work on vintage
Graf Zahl wrote:Comment from the source:

Code: Select all

// If a single scene needs 2'000'000 vertices there must be something very wrong. 
So the important question is: What are you doing that it needs this many vertices?
A 19600 sectors monstrosity composed of 5 giant interactive portals piled up. Trying vintage GzDoom, I now noticed that it runs normally at 20 FPS, but when I face certain directions, I get seconds per frame performance. Perhaps I screwed up my portals and there's some hole/leak/whatever that's causing this?
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TDRR
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Re: Out of vertex memory crash

Post by TDRR »

Pedro vc wrote: A 19600 sectors monstrosity composed of 5 giant interactive portals piled up. Trying vintage GzDoom, I now noticed that it runs normally at 20 FPS, but when I face certain directions, I get seconds per frame performance. Perhaps I screwed up my portals and there's some hole/leak/whatever that's causing this?
I doubt it's some leak or anything, just that you are using 5 giant portals and a ton of sectors, seriously what do you expect from an engine based on a 1993 game?
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Pedro vc
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Re: Out of vertex memory crash

Post by Pedro vc »

Would me compiling a version with increased BUFFER_SIZE_TO_USE value solve this problem? Or there's other factors causing this crash?
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Re: Out of vertex memory crash

Post by wildweasel »

Pedro vc wrote:Would me compiling a version with increased BUFFER_SIZE_TO_USE value solve this problem? Or there's other factors causing this crash?
It's just a really demanding thing the engine is trying to do with all those portals. You might have to figure out some other way to accomplish what you're doing with them.
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Pedro vc
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Re: Out of vertex memory crash

Post by Pedro vc »

Huh... this is weird, but the bug disappeared after I changed the position of the two lower large portals. I bet there's a very good technical explanation for this

Crashes:
https://imgur.com/6ry8xB4

Doesn't crashes:
https://i.imgur.com/hxp94ZY.png
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TDRR
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Re: Out of vertex memory crash

Post by TDRR »

Sorry for asking this, but what's the point of this if it runs at 20FPS? Wouldn't it be much more important to make sure it runs playably well?
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