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pango wrote: ↑Mon Feb 04, 2019 9:33 pm
PS From what I'm reading it is asynchronous though, so it shouldn't block the game during its whole execution. mmh.
Assuming it's anything like later Java GCs, a parallel collector still needs to block other threads during 2 phases of the overall process. Unfortunately while I'm a moderate expert on Java GCs (prior to java 8) I know nothing about C# GCs.
pango wrote: ↑Mon Feb 04, 2019 9:33 pm
PS From what I'm reading it is asynchronous though, so it shouldn't block the game during its whole execution. mmh.
Assuming it's anything like later Java GCs, a parallel collector still needs to block other threads during 2 phases of the overall process.[...]
Right, hence my careful choice of words... walking stacks is not something you want to do on live processes, for example.
Anyway, that means that the timings logged by UnloadUnusedAssets() may be a poor indicator of how much your program is impacted by assets gc.
Also, what happens if one calls gc in rapid fire like I did for this benchmark? That could very well be meaningless, even if the timings above look similar to what I've seen in normal game logs...
So, sorry for the noise
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
these are interesting and valuable findings.
Regarding DT mod I am not sure if it is a good idea to remove the UnloadUnusedAssets() call. People were reporting in the past that they get crashes if it isn't called after walking around for some time
Nystul wrote: ↑Tue Feb 05, 2019 7:12 am
these are interesting and valuable findings.
Regarding DT mod I am not sure if it is a good idea to remove the UnloadUnusedAssets() call. People were reporting in the past that they get crashes if it isn't called after walking around for some time
It sounds like you're calling it once per terrain gen? Maybe call it once every four? Or let people use a setting?
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
Hi guys,
I was just testing the southern border of the map, and strange things happen with Distant Terrain...
Screenshot.jpg (163.93 KiB) Viewed 3441 times
Both unmodded DFU and Mountains and Hills behave correctly (or at least, as before: you arrive at a clean-cut end of the world)
I haven't checked the other borders.