Elvas Tower: Going beyond the 4 GB of memory - Elvas Tower

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Going beyond the 4 GB of memory Rate Topic: -----

#1 User is offline   Csantucci 

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Posted 26 September 2017 - 01:06 PM

Here in my country there is a terribly dense route (Nodo di Roma) where it is easy to get out of memory messages, even with LAA enabled. I know I miss the base infos about this, but would there be a possibility to generate OR versions that are able to manage more than 4 GB of memory address space? Are there other routes that have problems with the 4 GB limit?

#2 User is offline   Goku 

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Posted 26 September 2017 - 01:15 PM

I think you need 64 bit XNA and there is no such thing.

#3 User is offline   engmod 

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Posted 26 September 2017 - 02:11 PM

Hi Carlos,

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 User is offline   edwardk 

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Posted 26 September 2017 - 02:25 PM

We would definitely need to move on from XNA, but this is something that James would have to figure out.

Edward K.

#5 User is offline   edwardk 

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Posted 26 September 2017 - 02:32 PM

View Postengmod, on 26 September 2017 - 02:11 PM, said:

Hi Carlos,

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 User is offline   engmod 

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Posted 27 September 2017 - 02:00 AM

Carlos,

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 User is offline   James Ross 

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Posted 27 September 2017 - 08:43 AM

View PostCsantucci, on 26 September 2017 - 01:06 PM, said:

Here in my country there is a terribly dense route (Nodo di Roma) where it is easy to get out of memory messages, even with LAA enabled. I know I miss the base infos about this, but would there be a possibility to generate OR versions that are able to manage more than 4 GB of memory address space? Are there other routes that have problems with the 4 GB limit?

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.

View Postengmod, on 27 September 2017 - 02:00 AM, said:

Looks like LAA is not doing anything for us.

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 User is offline   Goku 

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Posted 27 September 2017 - 09:11 AM

But .. how DirectX works?
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 User is offline   mbm_OR 

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Posted 27 September 2017 - 10:44 AM

View Postengmod, on 27 September 2017 - 02:00 AM, said:

Looks like LAA is not doing anything for us.

Hi,

More info: Memory Limits for Windows.

Regards,
Mauricio

#10 User is offline   ATW 

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Posted 27 September 2017 - 03:46 PM

LAA is not strong like before an now blank textures on scenery appear an not just on rolling stock.

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