07-08-2024, 07:25 PM
(This post was last modified: 07-08-2024, 07:26 PM by DerVVulfman.)
Inquisitor's Interior and Exterior tilesets? Yeah, they would do it. And worse, I know someone that ADDED to them. I'm for graphic detail, but I figure that there would be limits.
Unless you are using only one exterior for the entire game that also covers all environments... NO! Even using my BigMaps for a 'worldmap' I figure you gotta keep within some reason.
Unless you are using only one exterior for the entire game that also covers all environments... NO! Even using my BigMaps for a 'worldmap' I figure you gotta keep within some reason.
(07-08-2024, 07:13 PM)Steel Beast 6Beets Wrote:(07-03-2024, 05:10 PM)DerVVulfman Wrote:That could be. I'm using a "master tileset" (fusion of all the exterior tilesets from the RTP plus some others) for the maps I'm working on.(07-01-2024, 10:41 PM)Steel Beast 6Beets Wrote: I see.Not necessarily.
It seems my main project is simply too big and that's causing the memory usage spike. My other projects only use half as much.
If there is a memory usage spike, it would suggest that (perhaps) a script in use was not 'optimized'. For an example, consider HUD or menu windows. You do not wish to have the screen refresh on every instance/frame that occurs as that would cause lag and a necessary spike. For HUDs that I craft, I prefer to run a timer to update the window every 1/2 a second or so... and even then, I run a test to see if the HUD's data had changed.
Insofar as maps, perhaps it is the tileset(s) in question. As I said, the larger the file, the more memory is used. Loading a tileset with 5000 tiles (yes, they exist) for a map of 100x100 tiles would use more memory than a typical tileset with 50-100 tiles for even a large 500x500 map. And setting up a graphically beautiful parallax map for a large expansive map, likely more.
So I figure that you need to examine or re-examine what is in play.
I've monitoring the usage lately and so far it hasn't exceeded 5mb which is the amount I consider normal.