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View Full Version : What part of PlanetSide devours RAM space?


GreyFlcn
2004-09-30, 04:32 AM
I know PS is massively multiplayer

But with graphics essentially on par with Tribes 2, you tend to expect atleast Tribes 2 preformance.

ANYWAYS
Anybody have a clue as to what are the major factors to RAM usage for PlanetSide?

Which ones that aren't strickly neccisary to gameplay.

hazzer2007
2004-09-30, 07:02 AM
Anybody have a clue as to what are the major factors to RAM usage for PlanetSide?

I think what is around you (i.e. people, vch, facil colours, etc)

martyr
2004-09-30, 07:12 AM
the 'devouring' is what's called a memory leak - that is, planetside can forget to remove things from ram after it's finished with them.

Squeeky
2004-09-30, 07:20 AM
the 'devouring' is what's called a memory leak - that is, planetside can forget to remove things from ram after it's finished with them.

Should call a memory plumber. *rimshot*

Lartnev
2004-09-30, 07:40 AM
You thinking about petitioning to remove "unnecessary" RAM usage from Planetside or something GreyFlcn?

Baneblade
2004-09-30, 11:18 AM
PS itself doesn't use more RAM than should be expected, it just has a very poor grasp on how to handle it.

GreyFlcn
2004-09-30, 12:12 PM
Well it just gets ya, I mean how is PS any different than other FPS's that can run faster, smoother, and look far better
AT a quarter the spec requirements.

I'm just trying to figure, for instance, if someone turns OFF Shadows, is the shadow code still loaded?

Just feel that until PS runs as good as 1Gb Ram, ON 512Mb Ram, that we're alway going to have population issues.

If they could get the spec requirements low enough

Then all they would need to do is make the HUDs and Default setup more user friendly.

After which, I would practically consider PS mainstream.

-

Hrmm but I guess theres no getting around "56k just doesn't cut it"

Baneblade
2004-09-30, 12:17 PM
Well we know detail isn't the problem. Because the meshes in PS are pretty low key.

It could be the clientside hit detection. :shrug:

I'm not really a programmer, I just do hardware.

GreyFlcn
2004-09-30, 12:18 PM
Perhaps there could be some sort of option that would allow a player to use different version of the PS engine.

Right now it seems that if they make it better for low end, then it worse for high end
And vice versa.

Well if thats the case, then why can't they just make a lo and hi end version of the engine.

Baneblade
2004-09-30, 12:21 PM
Not often I get to post between a double post... :P

Black
2004-09-30, 12:25 PM
lies

Queensidecastle
2004-09-30, 12:27 PM
It all runs smooth for me these days but it can take up to 5 minutes to quit the game. It must have a seriously messed up chokehold on memory to do that

GreyFlcn
2004-09-30, 12:32 PM
It all runs smooth for me these days but it can take up to 5 minutes to quit the game. It must have a seriously messed up chokehold on memory to do that

No not really.
What PS does is "DEEP Memory Clean" every time you quit PlanetSide.

If it didn't it wouldn't even take one minute.

WHICH is why I suggest you Alt+f4 out of PlanetSide
or
Escape + Q, wait 10 seconds, THEN Alt+f4 out of PlanetSide, and restart

Usually much faster than dealing with a deep RAM clean.

Baneblade
2004-09-30, 12:34 PM
Wish PS would clean the damn RAM before you run out and it crashes.

Lartnev
2004-09-30, 12:44 PM
Well it just gets ya, I mean how is PS any different than other FPS's that can run faster, smoother, and look far better
AT a quarter the spec requirements.

They're also a quarter of the size of Planetside :P~

Well if thats the case, then why can't they just make a lo and hi end version of the engine.

Because that means twice the work, not to mention the risk of a lot of nasty bugs/exploits/other stuff that could happen.

Baneblade
2004-09-30, 12:47 PM
I keep forgetting PS renders the whole continent. Is there a significant difference on the Battle Islands?

GreyFlcn
2004-09-30, 01:59 PM
I'm not really asking for a completely new engine.

Just two Versions of the *Same* engine
Except one is geared in favor of high end, and one geared in favor of low end.

Not asking for an OpenGL engine or anything. Now that really would be twice the work.

Making two slightly different varients isn't twice the work.

Thunder_Hawk
2004-09-30, 02:42 PM
ARE YOU INSANE?!?

do you have any idea the issues having 2 seperate game engines runing together? the compatibily issues would be great in number. people on version A may have better graphics, but people on B may have a bug causing them to take more damage from bullets. People on A get it no better when their strikers don't lock on but B people do. we have enough bugs with one game engine.

RAM is just something to need for mmo's. thats their very nature, so much is happening that RAM is the lifeblood of the game. if you don't want a gig of ram, go play CS.

Kam
2004-10-02, 12:34 PM
Planetside should run much smoother than it does. It only loads the area around you, not the whole cont, so why does it lag so much? Memory leak is the answer. PS staff need to develope a method of clearing ram while playing, or someone needs to make a third party program. This was a similar problem with Tribes 2, it leaked .dso files all over the place. Someone made a .dso remover that could be run while playing via a command in the hub and all was well. To bad PS can't be modded.

Rbstr
2004-10-02, 01:38 PM
the whole reasone is that there are far more poeple and things to render than in a game like tribes 2. and the detail in PS is greater too.

most of the lag however is do to all the calulations that we have to go though for everyone on screen.figuring out were all those tracers/missles/contrails/vechicles/people go takes alot of cpu/gpu time tahts the whole reason, people aren't that easy to predict, and the client has to render/compute everything that they do.

Before i had my 6800 my 5600 was doing fine in the game at med settings, sometimes hitting 200 fps in the sanc. and the rest of my parts aren't exactaly high-end.