SpeedyD34D 16 Posted May 26, 2017 Share Posted May 26, 2017 Hi Devs.. please.. why this game use 8gb+ RAM ?? Why? Is it so bad balanced in this stage of development? Link to post Share on other sites
Jezeppe 19 Posted May 29, 2017 Share Posted May 29, 2017 Big Maps ⇒ A lot of textures. Lots of high res textures ⇒ High GDRAM requirement. Not enough GDRAM space ⇒ dynamic loading of textures needed. Dynamic loading of textures: vision calculation and loading from HD ⇒ High CPU usage all textures in RAM loading into GDRAM when needed ⇒ High RAM usage That's the main reason why pretty much all games with an open world or big maps have shitty graphics. It's just hard to make it work without high requirements. It is also the reason why EfT will never have an "open world" (without sessions) unless they downgrade the graphics or increase the requirements. Some say it is a memory leak (sloppy development), but even without that this game will have issues. 3 Link to post Share on other sites
Ozymandias 322 Posted May 29, 2017 Share Posted May 29, 2017 @Jezeppe It's neither a memory leak nor what you describe. It's simply that the application does not yet do proper garbage collection for unused assets, so it does not unload them when no longer necessary. An example is that for every unique item in your stash, each one in the traders, and when you loot people, boxes, etc. in game an icon is generated from a 3D model then loaded into ram. These are not unloaded when the item is no longer available to the player, and stay loaded indefinitely. This is again, not a memory leak but a problem concerning garbage collection of unused real-time generated assets. 3 Link to post Share on other sites
Jezeppe 19 Posted May 29, 2017 Share Posted May 29, 2017 6 hours ago, Ozymandias said: @Jezeppe It's neither a memory leak nor what you describe. It's simply that the application does not yet do proper garbage collection for unused assets, so it does not unload them when no longer necessary. An example is that for every unique item in your stash, each one in the traders, and when you loot people, boxes, etc. in game an icon is generated from a 3D model then loaded into ram. These are not unloaded when the item is no longer available to the player, and stay loaded indefinitely. This is again, not a memory leak but a problem concerning garbage collection of unused real-time generated assets. Textures/models are unmanaged resources - you cannot garbage collect them. The resources have to be loaded manually whenever they are needed. And to do that on a big map you have to dynamically load the resources which you can potentially see, which requires computation of vision. That leads to problem 1 I listed and results in a much higher CPU usage. Those are the choices for resource management, either a lot of required RAM or high CPU load. A game which has big maps and good graphics will face either of these issues. And seeing how EfT already is very heavy on the CPU, I doubt they will unload the RAM. Much easier to just edit the system requirements. The only problem stays that to make this game open world you would need like 32+GB or downgrade the graphics. Link to post Share on other sites
Agnisekhar 426 Posted May 29, 2017 Share Posted May 29, 2017 Its Alpha Right Now Link to post Share on other sites
Ozymandias 322 Posted May 30, 2017 Share Posted May 30, 2017 (edited) 16 hours ago, Jezeppe said: Textures/models are unmanaged resources - you cannot garbage collect them. The resources have to be loaded manually whenever they are needed. And to do that on a big map you have to dynamically load the resources which you can potentially see, which requires computation of vision. Except I wasn't talking about live assets from the render scene, I'm talking about resources which are being generated by scripts, such as object icons. They take up a lot of space in RAM currently. From loading the main menu without opening the stash, to opening my stash, and all traders, can go from less to 1GB and end up as high as 6GB of ram without ever opening any maps. This is a simple problem of these generated assets not being marked as needing to be unloaded from memory and destroyed after they are being generated. A memory leak implies unmanaged resources which are taking up more room in an unintended and uncontrolled fashion. These assets can easily be purged from memory with proper application of marking them as "dirty" for garbage collection whenever the items leave the scene. Edited May 30, 2017 by Ozymandias Link to post Share on other sites
Natalino 5,267 Posted May 30, 2017 Share Posted May 30, 2017 @SpeedyD34D, please name your title appropriately and do not use masked profanity on it. Express your topics in a proper way. I have edited it this time. 1 Link to post Share on other sites
Surviv0r1969 85 Posted May 30, 2017 Share Posted May 30, 2017 if have ram probs use a page file Link to post Share on other sites
SpeedyD34D 16 Posted June 3, 2017 Author Share Posted June 3, 2017 On 29. 5. 2017 at 0:17 PM, Jezeppe said: Textures/models are unmanaged resources - you cannot garbage collect them. The resources have to be loaded manually whenever they are needed. And to do that on a big map you have to dynamically load the resources which you can potentially see, which requires computation of vision. That leads to problem 1 I listed and results in a much higher CPU usage. Those are the choices for resource management, either a lot of required RAM or high CPU load. A game which has big maps and good graphics will face either of these issues. And seeing how EfT already is very heavy on the CPU, I doubt they will unload the RAM. Much easier to just edit the system requirements. The only problem stays that to make this game open world you would need like 32+GB or downgrade the graphics. On 29. 5. 2017 at 4:28 AM, Jezeppe said: Big Maps ⇒ A lot of textures. Lots of high res textures ⇒ High GDRAM requirement. Not enough GDRAM space ⇒ dynamic loading of textures needed. Dynamic loading of textures: vision calculation and loading from HD ⇒ High CPU usage all textures in RAM loading into GDRAM when needed ⇒ High RAM usage That's the main reason why pretty much all games with an open world or big maps have shitty graphics. It's just hard to make it work without high requirements. It is also the reason why EfT will never have an "open world" (without sessions) unless they downgrade the graphics or increase the requirements. Some say it is a memory leak (sloppy development), but even without that this game will have issues. @Jezeppe Thx you for putting light on this issue I've bought another 8gb of RAM and everything is okey. Link to post Share on other sites
GreenFox54 0 Posted June 3, 2017 Share Posted June 3, 2017 Играть бесплатно можно?если да то как? Link to post Share on other sites
CptBluemax 785 Posted June 3, 2017 Share Posted June 3, 2017 Unity 5.6 coming boiiiiiis! Link to post Share on other sites
sankeerths 0 Posted June 4, 2017 Share Posted June 4, 2017 Hi guys ,I play on laptop which has 16gb ram ,770 gtxm graphics card 3gb and i7 4th gen Will this game run ? Link to post Share on other sites
FredTheNoob 6 Posted June 12, 2017 Share Posted June 12, 2017 Specs necessary according to system requirements lab: Escape from tarkov minimum requirements: CPU: Dual-core processor 2.4 GHz (Intel Core 2 Duo, i3), 2.6 GHz (AMD Athlon, Phenom II) RAM: 6 GB OS (Operating system): Windows 7/8/10 (64 Bit) Video card: DX9 (DirectX9) compatible graphics card with 1 GB memory Sound card: Yes Disk space needed: 8 GB Escape from tarkov recommended requirements: CPU: Quad-core processor 3.2 GHz (Intel i5, i7), ?? 3.6 GHz (AMD FX, Athlon) RAM: 8 GB OS (Operating system): Windows 7/8/10 (64 Bit) Video card: DX11 (DirectX11) compatible graphics card 2 GB or more of memory Sound card: Yes Disk space needed: 8 GB Link to post Share on other sites
JAGUAR1950 776 Posted June 12, 2017 Share Posted June 12, 2017 2 hours ago, FredTheNoob said: Specs necessary according to system requirements lab: Escape from tarkov minimum requirements: CPU: Dual-core processor 2.4 GHz (Intel Core 2 Duo, i3), 2.6 GHz (AMD Athlon, Phenom II) RAM: 6 GB OS (Operating system): Windows 7/8/10 (64 Bit) Video card: DX9 (DirectX9) compatible graphics card with 1 GB memory Sound card: Yes Disk space needed: 8 GB Escape from tarkov recommended requirements: CPU: Quad-core processor 3.2 GHz (Intel i5, i7), ?? 3.6 GHz (AMD FX, Athlon) RAM: 8 GB OS (Operating system): Windows 7/8/10 (64 Bit) Video card: DX11 (DirectX11) compatible graphics card 2 GB or more of memory Sound card: Yes Disk space needed: 8 GB Link: Approximate system requirements dated 2016-01-05 https://www.escapefromtarkov.com/news/id/11 To be honest the information provided here on the Web page is the Approximate system requirements pre-ALPHA testing dated 2016-01.05 For obvious reasons and numerous graphical updates within the game the amount of recommend RAM: is now 16GB. Maybe the developers should update the WEB PAGE with the correct information as any prospective purchasers can and would find the system requirements information misleading. Not difficult to do !!!! 1 Link to post Share on other sites
Emn 156 Posted June 12, 2017 Share Posted June 12, 2017 On 29.05.2017 at 4:28 AM, Jezeppe said: That's the main reason why pretty much all games with an open world or big maps have shitty graphics. It's just hard to make it work without high requirements. LOL LOL LOL, i dont agree. I have only 8gb ram and i can run Witcher 3 on high quality. OPTIMISATION is a key, but it only depends if developers are serious. Link to post Share on other sites
PrivateLogin 110 Posted June 13, 2017 Share Posted June 13, 2017 13 hours ago, Smok_91 said: LOL LOL LOL, i dont agree. I have only 8gb ram and i can run Witcher 3 on high quality. OPTIMISATION is a key, but it only depends if developers are serious. Yes ! optimisation is a key , right now. 1 Link to post Share on other sites
Jezeppe 19 Posted June 14, 2017 Share Posted June 14, 2017 On 12.06.2017 at 0:48 PM, Smok_91 said: I have only 8gb ram and i can run Witcher 3 on high quality. Witcher 3 is neither a shooter nor a multiplayer game. It works with a very short live radius, where the world is actually "alive". That leads to a very low CPU usage, which then can be used for dynamic asset loading instead, see above. In EfT the entire map is "alive", because you have a very high interaction (shooting/vision) range and it's a multiplayer game, so you need information about everything, even if it is happening on the other side of the map. The CPU load in EfT is already very high. Optimizing the code is a thing, but unless it is a total mess right now, you cannot expect wonders from it. If they now need 16GB of RAM for the bigger maps, I don't think we will ever see an open world of Tarkov which contains all locations and is about 10x that size. Unless of course they downgrade the graphics to reduce the size of the assets, which is what The Division did. Link to post Share on other sites
Emn 156 Posted June 15, 2017 Share Posted June 15, 2017 I dont really agree with this "not live" world in Witcher. game has very, very big range of view (you can see details of villages/castles etc from many kilometres). same thing is with city locations- they're really big and detailed. and i dont understand your argument about being shooter. you mean FPP game? I will surprise you - W3 has FPP mod Link to post Share on other sites
necuja 4,120 Posted June 15, 2017 Share Posted June 15, 2017 Old topic that has been answered for the OP all just a matter of optimization #locked answered Link to post Share on other sites
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