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Old 10-23-13, 03:10 AM   #31
plj
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Quote:
Originally Posted by Bathrone View Post
Mate as I said I already have, and others have too, measured the telemetry data. Your speculations and guesses that this is impossible for a 2010 game to use around 2GB of GPU RAM is absurd when its been repeatedly measured. I like you and the majority of posts you make are insightful so Im trying to explain to you what I previously said.

Use my test mod list I provided in the diagnose freezing thread I started as a sample reference. There I use 2GB of texture ram in the GPU, its a measured fact. Yes some of that is caching but its still well over your 512 MB limit for direct z buffer textures in the scene that have to be in the scene for the render to work.

I'll try to explain another way. This is a 32 bit directx 9 app. It cant offload 2GB worth of textures to system ram because of 32 bit memory allocation limitations where the game code needs to use system ram for real system work not for a poor mans texture solution. And, worse still even if the app could do that which it cant but for the sake of argument, it would be horribly slow because of the latency between the system ram and the GPU processing.

So the textures have to reside in the GPU RAM just like almost every other directx 9 app around (there are exceptions but sh5 isnt one of them). The app is already RAM constrained in system memory to run the game as its limited to 32 bit memory allocation.

When the z buffer of the render tries to cull what textures arent needed, and it faces the problem of a bad memory allocation for the texture data on the GPU that must be in the scene, the GPU driver will say so that there is a bad memory allocation and SH5 then abends throwing a halt code to the system kernel to shut down the app.

In real time rendering this is unavoidable (because otherwise no render could occur due to the corruption of GPU RAM) and is why recent aaa titles have 64 bit compiles amongst other things.

Its not a theory its a fact. I do fully understand and applaud that youve noted other ways CTDs can occur, but no one here is trying to mislead you or waste your time.
I was affraid I'm wasting your time, not the other way around ... I am very well aware that I'm a sh5 n00b and have little insight into how this game works ... or doesnt.

How come the CTD's are obfuscated as if they have something to do with SHCollision.act or one of the other (patched) .act files ?

How come I cant find a trace of this supposed low memory situation ? Not in my eventlog, not in my game log, nowhere.

Also, I did not say that sh5 has no issues regarding low memory, I just stated that the CTD's I have, and the CTD's that get reported that I have been able to replicate, dont show the signs of a low memory crash. I also stated that sh5 would be the first game to CTD on me due to low memory, instead of just get unplayable slow.

Lastly, the fact that I experience system freezes on a system that is stable as can be, screams 'illegal operation', not 'low memory'. (as the later would be prompted by windows ..with suggestions to kill Aero and such)


I'm sorry if I come across as being too stupid to listen properly .. I honestly try to understand this .. but have difficulties attaching logic to it. Also, thanks for the patience you have with stubborn me
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