in GZDoom 4.3.1 in one of my maps the average RAM usage is around 1400-1700mb
in 4.4.0 however, it increases to 5000mbs
You can find my mod here: https://www.moddb.com/mods/postal-share ... -tech-demo
or from here: https://github.com/Kizoky/share-the-doo ... master.zip
Reproduce:
- go to world1
- game has to be unpaused
- check in task manager as the memory usage increases overtime
Extra info:
- I use Vulkan
- I maxed out every settings (bloom, FXAA, etc..)
(4.4.0) Memory leak?
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- drfrag
- Vintage GZDoom Developer
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Re: (4.4.0) Memory leak?
Something similar happened with PB 3.0 but i thought it was a mod bug. But for that one the problem was reported to appear in 4.3.3, could you check with that version? I only have 4 GB of ram.
For PB 3 inferno city on a recent devbuild i wrote:
For PB 3 inferno city on a recent devbuild i wrote:
drfrag wrote:Here memory consumption rises up to 2 GB several times and then goes down to 700 MB, and once to as low as 200 MB. That's okay but when i tried to quit and usage was still relatively low it skyrocketed and freezed the machine for 15 minutes. It was so badly frozen that the task manager didn't even update (it showed around 1.4 GB as last value). I clicked on the window several times and luckily the dialogue to terminate the process appeared and i managed to kill it but only after the screen went black and the desktop came back again.
- Kizoky
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Re: (4.4.0) Memory leak?
nope, I tested with 4.3.3 and the problem that I encountered in 4.4.0 doesn't appear theredrfrag wrote:Something similar happened with PB 3.0 but i thought it was a mod bug. But for that one the problem was reported to appear in 4.3.3, could you check with that version? I only have 4 GB of ram.
For PB 3 inferno city on a recent devbuild i wrote:drfrag wrote:Here memory consumption rises up to 2 GB several times and then goes down to 700 MB, and once to as low as 200 MB. That's okay but when i tried to quit and usage was still relatively low it skyrocketed and freezed the machine for 15 minutes. It was so badly frozen that the task manager didn't even update (it showed around 1.4 GB as last value). I clicked on the window several times and luckily the dialogue to terminate the process appeared and i managed to kill it but only after the screen went black and the desktop came back again.
- drfrag
- Vintage GZDoom Developer
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- Joined: Fri Apr 23, 2004 3:51 am
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Re: (4.4.0) Memory leak?
It might be unrelated and that PB one could indeed be a mod bug. One thing i've noticed is that now GZDoom takes more ram than LZDoom, at least since 4.3.
Re: (4.4.0) Memory leak?
The problem is with garbage collector. M_Malloc() no longer adds requested size to GC::AllocBytes, so GC doesn't run when needed. With the recent backend unification, I'm not quite sure where this variable should to be adjusted.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: (4.4.0) Memory leak?
Put it back in there. This looks like during the file sync process the wrong code was chosen at one time.
This still begs the question: Does it make sense to measure all allocations, not just the ones related to GC'd objects? I never fully understood how this was supposed to work.
This still begs the question: Does it make sense to measure all allocations, not just the ones related to GC'd objects? I never fully understood how this was supposed to work.
Re: (4.4.0) Memory leak?
Fixed.
Regarding allocated memory measurement, IMHO the idea is to include everything in order to work within limited memory footprint.
Embedded system (mobile, console, anything else without virtual memory) can benefit from this approach. But this is only a guess.
Regarding allocated memory measurement, IMHO the idea is to include everything in order to work within limited memory footprint.
Embedded system (mobile, console, anything else without virtual memory) can benefit from this approach. But this is only a guess.
- drfrag
- Vintage GZDoom Developer
- Posts: 3141
- Joined: Fri Apr 23, 2004 3:51 am
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Re: (4.4.0) Memory leak?
So in the end it was a bug, that was what i suspected first but then i thought it was a mod bug.drfrag wrote:looks like there's a memory leak in the garbage collector