cjakeman, on 21 January 2022 - 11:24 AM, said:
The memory fix was added to the Unstable Version on 14 Jan 22 07:52, which corresponds to
2022-01-14 08-13-53.zip
The memory measurement was added to the Testing Version on 13 Jan 22 22:26 and, as far as I can tell, it was added to the Unstable Version on 27 Dec 21 14:04, which corresponds to
2021-12-27 15-13-24.zip
Hi Chris,
The following results were compiled with this version:
2022-01-14 08-13-53.zip
The selected route had paths created for the user train, and AI trains, running in opposite directions. The AI trains followed exactly the same path, for a total of 26 consists, staggered so as to not create problems in the test with timing. The route, Roger's Pass by MLT was used, from Revelstoke to Field. This implies many miles and world tiles. The sim time needed is about 10 hours to complete the test. I cheated a bit by using autopilot and a 5-10 fold sim acceleration to complete these tests in a reasonable amount of time. I may elect to do a "realtime" test if there is sufficient support and reason to do so. Please keep in mind this would require the simulation to run for 10 hours straight! It is a real benefit to do this test in a completely automated fashion.
The 26 consists were as varied as possible so that few, if any, duplicates existed in the shapes/textures etc. This is a very important parameter. I have used this testing procedure for at least 10 years now, still my gold standard.
Please note that these tests were done on a Win 7 (64 bit) machine. The extra debug code for the GPU that James provided recently has been proven to not function in Win 7.
1. The following screen grabs were done with a moving camera, meaning the user train departs Revelstoke towards Field with an encounter of 26 trains en route proceeding in the opposite direction. Please note the values for CPU memory in the debug HUD screen captures. Not much if any memory was managed, initially it is 348 MB, but at the end of the activity, it is a whopping 894 MB.
Start values, MOVING camera
Start_Moving_U2022.01.14-0807.gif (60.64K)
Number of downloads: 2
End values, MOVING camera
End_Moving_U2022.01.14-0807.gif (73.52K)
Number of downloads: 2
2. The following screen grabs were done with a static camera, meaning the camera stays in a fixed position on one tile, at Revelstoke. The user train was allowed to depart Revelstoke towards Field, however please note that the camera did not follow with it! The AI trains parade in front of the static camera in the same sequence as the moving test above. When the AI trains reach the end of their path they disappear from the Map window, as expected. While there is "slightly" less memory consumed compared with the moving camera test, please note the starting and ending numbers for "Memory" in the debug HUD screen captures. A huge amount of textures/materials/shapes are not being managed at all.
Start values STATIC camera
Start_Static_U2022.01.14-0807.gif (71.42K)
Number of downloads: 2
End values STATIC camera
End_Static_U2022.01.14-0807.gif (102.48K)
Number of downloads: 1
My verdict is that we have not eliminated these memory bugs yet. Unfortunately more work needs to be done.:cry1:
More tests may be possible on request.
Thanks,
Steve
PS: Please acknowledge this post, thanks!