Open GoogleCodeExporter opened 8 years ago
uMod is not memory friendly, it holds each texture twice in memory and keep in
mind, that the tpf mods are zip compressed and uMod uncompress them. To that
point the texture are loaded by DirectX, which additional needs some memory,
that would be the third copy of the textures.
I like to use shared memory in future, but there are so many other problems to
solve and I don't have time at the moment ...
Original comment by c...@koerner-de.net
on 15 Sep 2012 at 5:58
Use this on the uMod exe
(http://www.techpowerup.com/forums/showthread.php?t=112556). It fixed it for me.
Original comment by errorshh...@gmail.com
on 15 Sep 2012 at 6:03
so.. if with texmod textures are loaded as soon as possibile in the game
you are saying that in umod that textures are loaded in umod and then in the
game, only when needed ?
Original comment by m...@protonmail.ch
on 15 Sep 2012 at 6:27
I can't tell you something about when and how texmod loads tpf mods and
afterwards the texture. uMod loads all the texture in the moment the mod is
loaded into the GUI (in that moment automatically and update is done, as if you
would press the update button). So the textures are send to the game. In the
address space of the game, the textures are also stored in memory. If the game
has loaded a target texture, than the fake texture is created out of the
texture files in memory. If the game did not load the target texture so far,
uMod does not creates the fake texture.
At least two copies of the texture file content are stored in the working
memory in the moment you load the mod. In uMod 1 this yields only for activated
mods, in uMod 2 all mods are loaded into uMod and if they are activated, than
they are stored twice in the game. Shared memory would redundantize the texture
copy in the game and would reduce the transmission time of the textures to the
game.
Original comment by c...@koerner-de.net
on 16 Sep 2012 at 10:53
Original issue reported on code.google.com by
m...@protonmail.ch
on 15 Sep 2012 at 4:39