TA3D 0.5.0 TEST 3 Memory Usage - 100 MB per AI?
TA3D 0.5.0 TEST 3 Memory Usage - 100 MB per AI?
Is it normal for adding AI players to skirmishes to use 100MB additional memory each?
Example data, from Full Moon, TA3D 0.5.0 TEST 3, GNU/Linux, 1gb ram 1.5gb swap, restarting ta3d between measurements, keeping everything the same but the number of AI opponents. Measurement taken just after the game starts (loading complete).
I can't add the 9th AI that would fill up the player list because the oom-killer kills ta3d before the game starts.
Memory usage over the course of gameplay is fairly constant -- no additional surprises.
Example data, from Full Moon, TA3D 0.5.0 TEST 3, GNU/Linux, 1gb ram 1.5gb swap, restarting ta3d between measurements, keeping everything the same but the number of AI opponents. Measurement taken just after the game starts (loading complete).
I can't add the 9th AI that would fill up the player list because the oom-killer kills ta3d before the game starts.
Memory usage over the course of gameplay is fairly constant -- no additional surprises.
Last edited by chkno on Fri Jun 27, 2008 3:03 am, edited 1 time in total.
- zuzuf
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that's not normal at all !! I usually have TA3D taking 400Mb RAM on a 64bits Linux with optimizations turned off and with full debugging info ! I know that enabling optimization increases memory requirements it shouldn't increase that by 50% !
TA3D uses lots of textures, for each model it creates a texture for each player color (which is responsible for the memory use increase each time you add a player). Can you give us details about the way you built the TA3D (or if you used a prebuilt binary), and about your system (mainly video hardware/drivers) ?
TA3D uses lots of textures, for each model it creates a texture for each player color (which is responsible for the memory use increase each time you add a player). Can you give us details about the way you built the TA3D (or if you used a prebuilt binary), and about your system (mainly video hardware/drivers) ?
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I built TA3D from source ( ./configure ; make ; ./ta3d install /mnt/cdrom/ ). I fed it the TA and TACC discs, but not the third disc it prompted for.zuzuf wrote:Can you give us details about the way you built the TA3D (or if you used a prebuilt binary), and about your system (mainly video hardware/drivers) ?
While running, ta3d emits lots of these messages:
[driAllocateTexture:636] unable to allocate texture
and on exiting it emits "tried to join a dead thread" four times.
Hardware is a 32-bit x86 Intel Centrino Duo processor w/ Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03).
Versions of interacting software:
gcc (GCC) 4.1.2 20070214 ( (gdc 0.24, using dmd 1.020)) (Gentoo 4.1.2 p1.1)
allegro-4.2.2-r1 , allegrogl-0.4.3 , fmod-4.11.03 , xorg-server-1.3.0.0-r5 , linux-2.6.22.1-ck1
Full glxinfo: http://chkno.net/glxinfo
- zuzuf
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ok it seems you have a problem with textures. The messages about threads are normal but the texture errors are not. TA3D needs texture memory and can use some texture extensions as well if present, but since we haven't tested it on hardware that doesn't support those extensions it may not work the way we expected . It's possible your driver puts everything in system memory without using the proper texture format . I've seen it doesn't support non power of two textures and this will greatly increase video memory use.
But I am still struck by your results, I've run some tests with and without optimizations parameters: with 9 AI players ta3d takes 300Mb of RAM (600Mb virtual) in both cases (the difference is small ~30Mb) !
I'll see that next week end when I'll have time.
But I am still struck by your results, I've run some tests with and without optimizations parameters: with 9 AI players ta3d takes 300Mb of RAM (600Mb virtual) in both cases (the difference is small ~30Mb) !
I'll see that next week end when I'll have time.
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- zuzuf
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Yes I know that, and since texture compression and non power of two textures aren't supported, textures take lots of RAM. But I didn't know it would be seen as memory used by the TA3D process. It'll be even worse when we'll have our HD textures ... we'll have to add some options about textures (size, mipmaps, etc...)
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I didn't either, but this might explain why I couldn't find all that used memory by looking at calls to malloc/free and new/delete.zuzuf wrote:Yes I know that, and since texture compression and non power of two textures aren't supported, textures take lots of RAM. But I didn't know it would be seen as memory used by the TA3D process.
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