[r713+]GZdoom OpenGL renderer allocates too much memory
Posted: Thu Feb 18, 2010 2:38
I made a separate thread for you, Graf, which is exactly the same as the Zdoom version.
This time I'll go into more depth about what I run, and some commonly used developer cvars. This is with OpenGL renderer enabled.
Zdoom r2108/GZdoom r713
Wads:
-Aeons of Death (v5 beta)
-Hell Revealed II or Invasion UAC
Server cvars used:
-sv_unlimited_pickup 1 - I had always thought that picking up ammo would be useful for getting rid of many floating powerup items, ammo, health, etc... until I ran the task manager in the background one day after updating, and noticed that the more ammo I picked up, the higher the RAM usage was. I don't know why, but this also caused picking up items to gain a small and noticeable freeze in the game before unfreezing. This continued to be a problem, so in an attempt to fix it I turned it off and tested it further, which helped by a small but very noticeable amount.
Now when using this in software mode, it doesn't clamp up the memory nearly as badly, nor lag as much as the OpenGL version.
Maps in particular that have caused a crash:
-Invasion UAC part 5, playing up to map 6 (sometimes), or a bit further. Without unlimited pickup, depending on how many monsters there were, I could usually get to map 11 (or 12, whichever one is the one involving multiple stages of fighting enemies spawning from some portals)
-Hell Revealed II, map 32. Always crashes ranging between 1/4th to half way through killing all nearby enemies, regardless of unlimited pickup. I tried multiple tactics... freezing, flaming, whichever death states had the simplest amount of rendering to do.
Now... Even with the OpenGL renderer disabled, at times it can still crash, but not nearly as bad as with the renderer on. Most of the time, in software I can run through the HRII Playground map without too much trouble, although it can still lag at times (and crash, depending on which bosses spawn...). The software renderer works just about the same as Zdoom's, except for some odd reason on Zdoom's r2071 when I reverted for testing reasons, actually gave me a blue screen while I was playing. I have yet to see this happen in the GZdoom software/openGL renderer and I will let you know if it does happen.
With the openGL renderer on, for testing purposes, I disabled almost all capabilities except for the renderer itself. Shaders, dynamic lights, filtering, all of that stuff is disabled.
Thank you for your time.
This time I'll go into more depth about what I run, and some commonly used developer cvars. This is with OpenGL renderer enabled.
Zdoom r2108/GZdoom r713
Wads:
-Aeons of Death (v5 beta)
-Hell Revealed II or Invasion UAC
Server cvars used:
-sv_unlimited_pickup 1 - I had always thought that picking up ammo would be useful for getting rid of many floating powerup items, ammo, health, etc... until I ran the task manager in the background one day after updating, and noticed that the more ammo I picked up, the higher the RAM usage was. I don't know why, but this also caused picking up items to gain a small and noticeable freeze in the game before unfreezing. This continued to be a problem, so in an attempt to fix it I turned it off and tested it further, which helped by a small but very noticeable amount.
Now when using this in software mode, it doesn't clamp up the memory nearly as badly, nor lag as much as the OpenGL version.
Maps in particular that have caused a crash:
-Invasion UAC part 5, playing up to map 6 (sometimes), or a bit further. Without unlimited pickup, depending on how many monsters there were, I could usually get to map 11 (or 12, whichever one is the one involving multiple stages of fighting enemies spawning from some portals)
-Hell Revealed II, map 32. Always crashes ranging between 1/4th to half way through killing all nearby enemies, regardless of unlimited pickup. I tried multiple tactics... freezing, flaming, whichever death states had the simplest amount of rendering to do.
Now... Even with the OpenGL renderer disabled, at times it can still crash, but not nearly as bad as with the renderer on. Most of the time, in software I can run through the HRII Playground map without too much trouble, although it can still lag at times (and crash, depending on which bosses spawn...). The software renderer works just about the same as Zdoom's, except for some odd reason on Zdoom's r2071 when I reverted for testing reasons, actually gave me a blue screen while I was playing. I have yet to see this happen in the GZdoom software/openGL renderer and I will let you know if it does happen.
With the openGL renderer on, for testing purposes, I disabled almost all capabilities except for the renderer itself. Shaders, dynamic lights, filtering, all of that stuff is disabled.
Thank you for your time.