Ooookay... so I tried to reduce the Area Size to find out how the Memory is behaving....
First to 64, then to 32. Memory usage went down indeed.... but then I found out that not the whole size of my level was loaded (which explains, why memory usage went down)
Now I'm not sure anymore..... are there any manual steps I need to take care of in my C++ code to load more tiles? Did I completly miss that part?
I'm getting more and more confused about what Esenthel does with my heightmap ingame.... Cause in the World Editor, I can still see my whole world when moving around, but I always only see a small "tile" of the world (which conforms more or less in size to the size of the existing terrain in game /3 (like if this was the "tilesize", and only the center tile and the next tile to this was loaded, while everything else was just cut away))
EDIT:
It might be me hitting update visible instead of update all... I'll try again
EDIT2:
So now I get a "can't Append <Path>-141, 250" Error.... Apparently no space left on my filesystem... rats! The world uses more than 15 Gigs now!
Thats for the Size 32 Area world, so maybe its just to finegrained, but still....
EDIT3:
Okay, so I made room on my harddrive and could build it.... nice. Memory usage went down to roughly a third, while needed diskspace for world was tripled. Can't say anything sure about FPS, might have gone down a bit, as the Terrain Management now kicked in for the first time
As it looks, with the 128 Sized Areas the Terrain Management saw the whole terrain as "visible", and therefore (or so I guess) everything was loaded into memory, while now only a part of the whole map is in memory.
To me it seems like "visible terrain" in the Esenthel terrain managment system is not the same as graphically visible terrain. Maybe syncing this might bring memory consumption down a bit on worlds with large Area sizes (and would allow you to have minimal disk space usage with moderate memory usage).... but than again, I don't know exactly how the Terrain Management System is built up in Esenthel, I can only guess from my experimentations.
Well, at least I managed to bring down the memory consumption to a good 700 Megs for the 1,2 KM Viewrange.... at the cost of a 16,5 Gig World, but that needs to be adressed later (Maybe the middlegound with Area size of 64 would be the best compromise).... and finally I start to understand what all the functions do in the World Editor.... especially whats the difference between build visible and build all