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EE + EE 2.0 Memory Usage
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Dwight Offline
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Post: #1
EE + EE 2.0 Memory Usage
I'm not sure if people ran into this issue, but I have tracked quite a lot of memory usage down to overly sized worlds (not so much the objects in it).

I have created a world with 1200+ area's, and painted them with textures (some are overlayed of course for additional effects), and my memory usage goes to 91% of my available juice :(

My specs:
Intel Core i7-4960X 3.6 GHz
Asus 2011 Rampage IV Extreme
Crucial Ballistix Tactical 24GB DDR3-1600
Nvidia GTX 780 TI 3GB
EE 2.0 64-bit editor

I have duplicated my project without the large world, and do not have this issue. I also tried and decrease the viewport-size, as well as turn all the graphic-settings as low as possible, though without much luck...

Anyone else with an insanely large world not streaming correctly??
04-11-2014 06:18 PM
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Dwight Offline
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Post: #2
RE: EE + EE 2.0 Memory Usage
Additional information:

- Max viewable area size = 4
- Tested on 2 different units, same issue

It appears so that the editor loads every heightmap[area] in the entire world, and then starts streaming; is there something wrong with the unloading of heightmaps not in the active range?
04-13-2014 12:00 AM
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Esenthel Offline
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Post: #3
RE: EE + EE 2.0 Memory Usage
Hi, I've just tested this on ERPG2 world, and don't have any issue.
I've set view area radius to 1, then to max, then to 1, and memory usage was normal.

Perhaps your world is being processed in the background thread.

You can verify this by doing "build/export/project data"
-here if it waits for world data then it means it's still being processed
04-13-2014 12:23 AM
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Dwight Offline
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Post: #4
RE: EE + EE 2.0 Memory Usage
I started the "build/export/project data" about 2 hours ago, and it finished 200 world areas of 1790 total areas.

So once this is through, EE won't take 22.898.435 kB of memory during the normal process?
04-13-2014 11:22 AM
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Rubeus Offline
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Post: #5
RE: EE + EE 2.0 Memory Usage
It shouldn't. EE unloads from memory areas that are out of range.
04-13-2014 06:17 PM
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Dwight Offline
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Post: #6
RE: EE + EE 2.0 Memory Usage
Well, to get back to this, I found out the following:

I let the engine build the areas (all 1790 of them) and the world now loads faster.. However... Each time I am in the world, or I add some objects to specific areas, the world freezes for about 10 seconds, and my RAM goes up to 14gb. This happens roughly in an interval of 20 seconds of no lag, 10 seconds of lag, repeat. Of course, after checking this, I closed down the world and let it build again, seeing that 96 area's need to finish building in the background...

Thus, my question: why is this background thread soooooo slow, and how can I improve on this?

EDIT: Building 96 world areas takes about 15-17 minutes in the background
EDIT2 : I added 3 objects, 5 world areas need to finish building, and using 20gb of memory.
(This post was last modified: 04-19-2014 10:30 AM by Dwight.)
04-19-2014 10:02 AM
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Esenthel Offline
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Post: #7
RE: EE + EE 2.0 Memory Usage
Can you please attach some screens of your world? (different angles and zoom)
I'm curious if it's any special.

Can you let me know the world settings:
-size of a single area (in meters)
-heightmap resolution that you've selected
-please attach the screen of World Path Settings (the Tab on the top)

Do you have any complex meshes in the world? (hi poly count)
04-19-2014 10:38 PM
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Dwight Offline
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Post: #8
RE: EE + EE 2.0 Memory Usage
World Settings:
- Size of Single Area : 64 (default)
- Heightmap Resolution : 64 (default)
- Path settings as image attached

World Screenshots:
-- Link Removed; issue solved --

Password of the file is in your private messages smile [sorry guys, I don't like showing unfinished work]

Additional Information:
- When I let the world active in the viewport, it finishes to build areas faster than if it's not active [Took roughly 20 minutes, instead of 2 hours]
- I get max FPS count with a view range of 20 after areas have finished building
- No high-poly models are in place [all models are split accordingly from within 3DS Max, edited the pivot, and imported in the engine]
- All assets in the world have physical bodies [Trees do not have physical bodies on their leaves of course]
- Leaves are rendered as grass [not all, only those on the ground or of small tree's where the environment allows it]


Attached File(s) Image(s)
   
(This post was last modified: 04-20-2014 11:35 PM by Dwight.)
04-20-2014 11:43 AM
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Esenthel Offline
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Post: #9
RE: EE + EE 2.0 Memory Usage
You've set Path Cell Size to 1 Centimeter, which is overkill.
This is the cause of your high memory usage.
04-20-2014 10:17 PM
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Dwight Offline
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Post: #10
RE: EE + EE 2.0 Memory Usage
(04-20-2014 10:17 PM)Esenthel Wrote:  You've set Path Cell Size to 1 Centimeter, which is overkill.
This is the cause of your high memory usage.

And you are right! I created a new world and compared the Path settings, oh my. I could have edited those in the beginning when the world was still small with the illusion that it would affect how I would place objects on a grid...

I guess even the strongest of computers cannot handle that kind of stress!

I now set it back to standard; what would your suggestion be for a naval-based game filled with islands ?
04-20-2014 11:34 PM
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Esenthel Offline
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Post: #11
RE: EE + EE 2.0 Memory Usage
set as high value as possible wink
04-20-2014 11:49 PM
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