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IHaveReturned

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One thing that I've noticed is that Memory consumption is higher since TDM 1.08 when the mod first included

it's own custom Doom 3 compile (TheDarkMod.exe). Missions that would load just fine in v1.07 would fail on malloc errors.

My suspicion is that the GPL Doom 3 release removed some of the functionality for texture compression (or something

got broken). I've had to use the image_downsize cvars to compensate on some missions. Hopefully the next build will

have Serpentine's normal map compression code. Of course, it could be some other aspect that was driving those malloc

errors such as a memory leak (etc) who known. That said, I went back to 1.06 to capture cubemaps because this was

broken in 1.08 and that version (1.06) seemed far slower than either 1.08 or 2.0.

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Nothing to do with texture compression, more to do with the resource allocators and not freeing up mem when they logically could. i.e it keeps a lot of stuff in mem, some of the stuff is just larger than it was in the gpl release since time has moved on, libs (specially platform ones) that it's built on might be using more for the same stuff etc.

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Does dhweg do a better job of house-keeping (garbage collecting?) too... eg. free side benefit?

Nope :)

It is a problem I want to look at muuuuch later on, because its a tricky one to solve. It will also entail a lot of fun times with valgrind to make sure of things. The problem isnt that the memory is being completely leaked in a lot of cases (tho rest assured there are leaks too), but more of a "its really unlikely we need that around anymore, and if we do we can pull if from the disk without something horrible happening". Not something you want to get wrong.

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On the graphical side I think performance has increased from 1.07 to 1.08. If there were more optimizations towards 2.0 I can't tell. I would suggest to simple try it out.

 

You may also note that the training mission has some very resource-hungry spots to the amount of graphical details added there. You should try some small missions with less details, like Too Late, The Outpost or similar. They normally run much better.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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