Author Topic: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues  (Read 7953 times)

0 Members and 3 Guests are viewing this topic.

Offline Halcyon

  • Bondsman
  • *
  • Posts: 42
  • Karma: 2
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #30 on: February 18, 2011, 10:48:52 PM »
I get crashes almost daily, and here's what I run:

Win 7 64 bit on an Asus P6X58D-E X58 chipset mobo
Intel i7 950 quad @ 3.07GHz running stock speed
8 GB dual channel pc3-12800 DDR3 1600MHz 9-9-9-24
EVGA GTX 465 GDDR5 1GB
Running native display at 1680 x 1050 @ 60 hertz

The only background programs I run are Avast! anti-virus and the software for my Razer Mamba wireless mouse (although for some reason I CANNOT get Punkbuster A service to stop running on it's own. I need it for Punkbuster when I play Battlefield Bad Company 2)

I used the "optimal settings" option in autodetect for the Crysis Wars graphics options which set my system to "high" on everything in the advanced tab...except for Objects Quality, that's on "custom" and I don't know what their version of custom means.

Should I turn down a few things with the system I've got? I figured using auto detect was going to be the safest way to avoid crashes, but maybe I'm completely wrong.
I seem to crash randomly, but I get bad slowdowns during some missile hits/screen shaking moments, and I always lag a bit when either I'm flaming someone or getting flamed and the screen has nothing but...flames.

Any thoughts?

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4516
  • Karma: 186
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #31 on: February 18, 2011, 11:00:31 PM »
Yeah i'd turn some stuff down. The autodetect is designed for the base game and not the MOD which is much heavier. 
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline KingLeerUK

  • Hawkmoth D arise!
  • Project Director
  • Living Legend
  • *
  • Posts: 3454
  • Karma: 345
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #32 on: February 18, 2011, 11:08:26 PM »
The only background programs I run are Avast! anti-virus

Kill this process, entirely, when playing MWLL.  If you are behind a router you will have sufficient protection.
 
for some reason I CANNOT get Punkbuster A service to stop running on it's own. I need it for Punkbuster when I play Battlefield Bad Company 2)

Kill the punkbuster process using Task Manager.  If it is set to auto-restart and keeps showing up you can change this behaviour by using the Win7 equivalent of Administator Tools > Services and set the startup behaviour to MANUAL.  Honestly, I doubt if punkbuster is causing issues because most servers running MWLL have it disabled anyway.
Proud vendor of Soon™, brought to you by the makers of Someday™, Make Me a Ticket™ and Let's Talk About it Later™

Moving forward with UltraSim™ Mode

Offline Taemien

  • Star Colonel
  • ****
  • Posts: 1888
  • Karma: 131
  • Less pew pew, More Dakka!
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #33 on: February 18, 2011, 11:27:28 PM »
If you're running Vista. Do NOT try to run this mod with less then 6GB of physical memory. If you do any sort of multitasking you'll need at least 8GB.

I can confirm that running Vista, MWLL, and a MMO of some sort at 8GB of ram will run into issues. Which is why I'm considering upgrading in the future to at least 16GB. 16GB would be overkill for most of you however. (I do a bit artwork here and there with very large resolutions, so I need lots of memory).

Offline Spanish Inquisition

  • Lance Sergeant
  • **
  • Posts: 477
  • Karma: 13
  • Cross beams, askew, treadle, etc.
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #34 on: February 18, 2011, 11:31:20 PM »
E8400 @ 4GHz
4GB DDR2-900 CL4
HD4850 512MB
Win7Pro x64
DX10 mode
64-bit executable

No crashes whatsoever. Task manager reports Crysis Wars takes at most 1GB of RAM and stays there. I usually have to do start up Team Fortress or something to get Windows to release the RAM being used up by Opera (680MB? Damn Opera, you used to be <100MB), but after that I never run out of memory. Typical usage before gaming is around 50%. For those you using Firefox 4 Beta, you might want to close your browser if you find it starting to memory leak.

The only problems I've had playing MWLL is on Death Valley and Kagoshima due to the ridiculous amount of textures those maps bring. All other maps play fine.
"Nobody expects the Spa- Oh bugger"
-Last words of the pilot of WHM-6R Waffles

Online Spooky

  • Living Legend
  • *******
  • Posts: 2458
  • Karma: 64
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #35 on: February 18, 2011, 11:56:20 PM »
Btw. I just checked the File Header of the 32-bit Crysis.exe (Crysis Wars). It is in fact LARGE_ADDRESS_AWARE!

This means, that under Windows 32, it would be able to allocate 3GB of memory in its virtual address space, given that the OS is configured accordingly.
And it means, that under Windows 64, it will be able to allocate up to 4GB of memory in its virtual address space.

Offline GB-72AT Talon

  • Star Colonel
  • ****
  • Posts: 1234
  • Karma: 39
  • Don't quote me on this.....
    • GB72nd Assault Trinary
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #36 on: February 19, 2011, 11:35:29 PM »
If you're running Vista. Do NOT try to run this mod with less then 6GB of physical memory. If you do any sort of multitasking you'll need at least 8GB.

I can confirm that running Vista, MWLL, and a MMO of some sort at 8GB of ram will run into issues. Which is why I'm considering upgrading in the future to at least 16GB. 16GB would be overkill for most of you however. (I do a bit artwork here and there with very large resolutions, so I need lots of memory).

or.....you could move to Windows 7, its vastly superior in how it handles memory allocation, you could upgrade to Windows 7 x64 for cheaper than buying all that memory.....a system only really needs 2-4Gb of Ram to run MWLL wide open on Windows 7 x64......
« Last Edit: February 20, 2011, 08:39:58 PM by JF_Talon »



Sure it felt different but so did my wife after the kids were born. A little loose but it still gets me off every time. -- Suspect

Offline sleepysheep

  • Star Colonel
  • ****
  • Posts: 1936
  • Karma: 35
  • I'm me deal with it
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #37 on: February 21, 2011, 06:57:44 PM »
Well I have 12gb of ram, and I've never seen Crysis or wars use more than 2gb of ram in Win 7 x64. In total memory usage I never go over 4gb. I have been crashing way too frequently just recently, but I do not think it's Ram causing me to crash. Since I lowered AA to 0xAA, I am using less VRam, so it isn't getting maxed so often, I don't crash.

So I have a feeling crashing (At least for me) has something to do with my VRam maxing out on my Graphic card. Now since I have 5970 with 2gb (1gb of ram per GPU) I'm a bit gutted >.<

Since I'm running this game on max settings, 1900x1200, with or without AA, DX10, x64 and I can't get my total memory usage to hit over 4gb, I don't think most people are going to struggle to run this game with just 4gb of ram. That said, having a bit more, never hurts.

*Edit* After joining the snowy map, can't remember the name of it, my memory did spike to 5gb, and then drop to 4.1gb. But I blame all that snow constantly on the screen....
« Last Edit: February 21, 2011, 08:33:16 PM by sleepysheep »
Sandy 2500k @ 4.6ghz
GA-Z68X-UD3H-B3 V1.0 - Worst Motherboard ever.
2x GTX 580 3gb
8gb DDR3 dual channl 1600mhz
HX 1000W Corsair
Win 7 x64 Home Edition
5970x1200 Or 1920x1200 Triple Screen 26" Monitors
Dx10 Max settings 16xAF 8xAA

Offline Gremlich

  • Lance Captain
  • ***
  • Posts: 586
  • Karma: 27
    • Clan Blood Spirit
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #38 on: February 21, 2011, 08:44:56 PM »
I already close all process play at low and at 720p can't really do more.

What could I upgrade for less than 200$?

e8500
gtx 275
4gb of rams
vista 32bit

WIN OS7 64-bit from newegg.

I have had one crash on 0.4.9 (Death Valley), the first time I ran the game with the update, wasn'r graphics related that I could tell, could as easily have been due to the joystick. Nothing since. I run the game on High settings on system with a GT 220 1GB DDR3, OS7 64-bit, Phenom II X4 955 3.2 GHz quad, 8 GB memory.

I also run avast and have had no indication that this was the cause of the crash. In fact, since I've started playing MWLL, I have had only three crashes.
« Last Edit: February 21, 2011, 09:03:58 PM by Gremlich »
“Fail to honor people, they fail to honor you; but of a good leader, who talks little, when his work is done, his aims fulfilled, they will all say, 'We did this ourselves.'” -- Lao Tzu


Offline Frostiken

  • Star Colonel
  • ****
  • Posts: 1909
  • Karma: 194
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #39 on: February 22, 2011, 12:34:25 PM »
If you are running Firefox while playing STOP. KILL FIREFOX COMPLETELY.

If you've not become aware, Firefox will consume every god damn bit of RAM it can. I typically leave the same Firefox process running for days at a time, and its memory usage can top 700mb sometimes. That's a LOT.

Offline (TLL)Siilk

  • Techpriest software engineer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 3024
  • Karma: 124
  • A single trueborn is an army by himself
    • My facebook profile
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #40 on: February 22, 2011, 02:02:18 PM »
 Frosty's right, flaming vixen could be a real memory hog. Same goes for Skype, BTW. That little bastard could eat up to a couple of hundred megabytes, if left running for a day or two.



"This Clan posses intelligence, the burning passion of true hunters, and a spirit that serves as a beacon to the rest. I mingle my blood with the Wolves."
- ilKhan Nicholas Kerensky, Strana Mechty, 2815

Offline RickHunter

  • Recruit
  • *
  • Posts: 63
  • Karma: 6
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #41 on: February 23, 2011, 01:59:43 AM »
Guys, pretty much all versions of Windows (XP/Vista/7) either 32 bit or 64 bit will be smart enough to swap your unused/background running apps to disk in case of a memory shortage. Yes, this will greatly increase the time for game/level loading and is generally frowned upon for smooth gaming performance but it also won't cause Crysis to crash. That being said, it's a really good idea to close all unnecessary apps (including ones in your tray bar) to speed up game/level loading.

To monitor swap activity, start Windows performance monitor, load up the Pages Output/Sec memory counter and set the refresh rate for every 3 seconds. This counter should stay at 0 at all times while gaming. If it isn't, Windows is swapping out parts of unused apps to make more room for memory starved active processes.

I run Windows 7 32 bit on a 4 GB machine without /3GB and /USERVA parms at 3840x1024 2xAA on a 2 GB card (6950 @ 1 GHz & e8400 @ 4.2 GHz). The *most* I've ever seen Crysis consume was 1.4 GB via Task Manager or Process Explorer. That's it. I've seen the game crash in DX9 mode, DX10 mode, sometimes within 10 minutes of game play, sometimes not at all for 5+ hours of gaming. All other apps (stress testing included )/games are rock stable 24/7 - it just seems that Crysis/LL is a bit unstable/buggy. I've experienced the same random crashes on a WinXP 4 GB workstation at 1680x1050 0xAA on a 512 MB card.

I'd upgrade memory to 4 GB way before upgrading OSes. Furthermore, changing from an old bloated installation of XP or Vista to a fresh installation of Win7 will always give the appearance of the new OS being so much faster than the old one. Unfortunately, it's hardly faster at the core OS (within 5%). It's just not loaded down with a whole bunch of apps yet.

Frosty - I'd upgrade the vid card 1st to a 6870 or oc'ed 460 for $200 - if you can stretch your budget to 250, go for the 560ti or 6950. The 2xx series had notoriously poor memory management on texture memory-heavy games (like Crysis with LL). The problem with only upgrading your video card is that Crysis is quite heavy on CPU perf as well. If I drop my e8400 back to 3 GHz, I run a good 30% slower regardless of res. LL requires a well balanced system. So either OC your e8500 to 4+ GHz (stable) with a new video card or get a new system (which will include MB, CPU, mem and possibly power supply - way more than $200 though).


Offline GB-72AT Talon

  • Star Colonel
  • ****
  • Posts: 1234
  • Karma: 39
  • Don't quote me on this.....
    • GB72nd Assault Trinary
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #42 on: February 23, 2011, 05:53:44 AM »
Guys, pretty much all versions of Windows (XP/Vista/7) either 32 bit or 64 bit will be smart enough to swap your unused/background running apps to disk in case of a memory shortage. Yes, this will greatly increase the time for game/level loading and is generally frowned upon for smooth gaming performance but it also won't cause Crysis to crash. That being said, it's a really good idea to close all unnecessary apps (including ones in your tray bar) to speed up game/level loading.

To monitor swap activity, start Windows performance monitor, load up the Pages Output/Sec memory counter and set the refresh rate for every 3 seconds. This counter should stay at 0 at all times while gaming. If it isn't, Windows is swapping out parts of unused apps to make more room for memory starved active processes.

I run Windows 7 32 bit on a 4 GB machine without /3GB and /USERVA parms at 3840x1024 2xAA on a 2 GB card (6950 @ 1 GHz & e8400 @ 4.2 GHz). The *most* I've ever seen Crysis consume was 1.4 GB via Task Manager or Process Explorer. That's it. I've seen the game crash in DX9 mode, DX10 mode, sometimes within 10 minutes of game play, sometimes not at all for 5+ hours of gaming. All other apps (stress testing included )/games are rock stable 24/7 - it just seems that Crysis/LL is a bit unstable/buggy. I've experienced the same random crashes on a WinXP 4 GB workstation at 1680x1050 0xAA on a 512 MB card.

I'd upgrade memory to 4 GB way before upgrading OSes. Furthermore, changing from an old bloated installation of XP or Vista to a fresh installation of Win7 will always give the appearance of the new OS being so much faster than the old one. Unfortunately, it's hardly faster at the core OS (within 5%). It's just not loaded down with a whole bunch of apps yet.


Frosty - I'd upgrade the vid card 1st to a 6870 or oc'ed 460 for $200 - if you can stretch your budget to 250, go for the 560ti or 6950. The 2xx series had notoriously poor memory management on texture memory-heavy games (like Crysis with LL). The problem with only upgrading your video card is that Crysis is quite heavy on CPU perf as well. If I drop my e8400 back to 3 GHz, I run a good 30% slower regardless of res. LL requires a well balanced system. So either OC your e8500 to 4+ GHz (stable) with a new video card or get a new system (which will include MB, CPU, mem and possibly power supply - way more than $200 though).


+1 karma for informative post
« Last Edit: February 23, 2011, 06:40:26 AM by JF_Talon »



Sure it felt different but so did my wife after the kids were born. A little loose but it still gets me off every time. -- Suspect

Online Spooky

  • Living Legend
  • *******
  • Posts: 2458
  • Karma: 64
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #43 on: February 23, 2011, 08:36:35 AM »
I run Windows 7 32 bit on a 4 GB machine without /3GB and /USERVA parms at 3840x1024 2xAA on a 2 GB card (6950 @ 1 GHz & e8400 @ 4.2 GHz). The *most* I've ever seen Crysis consume was 1.4 GB via Task Manager or Process Explorer. That's it.

I  have monitored the game's maximum virtual memory consumption via Process Explorer yesterday. It went up to around 1.8 GiB on certain maps. ~200 MiB more and it would have crashed.


I used to crash a lot on my Windows XP 32 System, each game at least once or twice. But since either the recent patches or the Crysis Warhead CCC 3.0 Low config, it only happened twice so far (and each times the debug dll was unable to catch that crash, for some reason). Currently I am assuming the CCC Low config reduced the overall memory consumption. Maybe I'll make some tests with a regular Medium or High config again.

Offline AlfalphaCat

  • Star Colonel
  • ****
  • Posts: 1814
  • Karma: 71
  • The DO DO WAP is strong in here!
Re: MechWarrior: Living Legends Debugging Results - Memory Allocation Issues
« Reply #44 on: February 23, 2011, 12:15:23 PM »
I get crashes almost daily, and here's what I run:

Win 7 64 bit on an Asus P6X58D-E X58 chipset mobo
Intel i7 950 quad @ 3.07GHz running stock speed
8 GB dual channel pc3-12800 DDR3 1600MHz 9-9-9-24
EVGA GTX 465 GDDR5 1GB
Running native display at 1680 x 1050 @ 60 hertz

The only background programs I run are Avast! anti-virus and the software for my Razer Mamba wireless mouse (although for some reason I CANNOT get Punkbuster A service to stop running on it's own. I need it for Punkbuster when I play Battlefield Bad Company 2)

I used the "optimal settings" option in autodetect for the Crysis Wars graphics options which set my system to "high" on everything in the advanced tab...except for Objects Quality, that's on "custom" and I don't know what their version of custom means.

Should I turn down a few things with the system I've got? I figured using auto detect was going to be the safest way to avoid crashes, but maybe I'm completely wrong.
I seem to crash randomly, but I get bad slowdowns during some missile hits/screen shaking moments, and I always lag a bit when either I'm flaming someone or getting flamed and the screen has nothing but...flames.

Any thoughts?

This may sound silly, but if I were you, I would bump my resolution up to 1920.  Worth a shot i'd say.
Avast doesn't seem to affect things, and you can put it into silent/gaming mode. 

I suck!! But WE are AWESOME.  We started a unit.  What's that?!  YOU WANNA TOUCH MY UNIT?!! :P ^^12thVR Recruitment Page(clickthepic) ;)