Going beyond the 4 GB of memory
#1
Posted 26 September 2017 - 01:06 PM
#2
Posted 26 September 2017 - 01:15 PM
#3
Posted 26 September 2017 - 02:11 PM
I have never seen more than 1.2gB on my machine.
When I do get up there, my frame rates take a huge hit.
I think we need to see the log file to see what is causing the out of memory.
#4
Posted 26 September 2017 - 02:25 PM
Edward K.
#5
Posted 26 September 2017 - 02:32 PM
engmod, on 26 September 2017 - 02:11 PM, said:
I have never seen more than 1.2gB on my machine.
When I do get up there, my frame rates take a huge hit.
I think we need to see the log file to see what is causing the out of memory.
Since this is from memory and I read this in one of the posts years ago, the additional memory gained from LAA is not contiguous so unless the block of available memory is big enough, it will not fit.
Edward K.
#6
Posted 27 September 2017 - 02:00 AM
I found this gem!!
>have nothing to do with the amount of addressable system memory ( which, as you've noted, is limited to around ~2GB by the fact that XNA is a 32-bit library).
Looks like LAA is not doing anything for us.
derek
#7
Posted 27 September 2017 - 08:43 AM
Csantucci, on 26 September 2017 - 01:06 PM, said:
IIRC Goku is right - something, likely XNA, will only work in 32bit mode. If you or anyone else wants to try this, change all the projects in Visual Studio to build in AnyCPU mode and then try running it on a 64bit OS.
engmod, on 27 September 2017 - 02:00 AM, said:
On a 64bit OS, LAA will enable roughly 4GB of address space to be used, rather than the usual roughly 2GB. This is well understood. Similarly, libraries cannot override this.
#8
Posted 27 September 2017 - 09:11 AM
If I use 32 bit TSRE, OpenGL still wokrs in 64 bit on 64 bit machines, so textures send to OpenGL are not counting towards 2GB limit.
#9
Posted 27 September 2017 - 10:44 AM
engmod, on 27 September 2017 - 02:00 AM, said:
Hi,
More info: Memory Limits for Windows.
Regards,
Mauricio
#10
Posted 27 September 2017 - 03:46 PM