Memory leak issues
Solved
Random-Access-Memory Problems
Memory Leak/ little to no removal of temp data
So I know the game is in Alpha, but I keep running into this Issue were the game will reach 10+gb of ram use and keep going up until I leave to the main menu and go back into my save. With each part that I put on my ship or remove the ram goes up and up, even if the part is destroyed.
Im hitting 99% ram with a 32gb system on DDR5. Is there any tips on ways I can stop the leak? I would like to stream the game but with these leaks it would clog up my stream and maybe even make it stop my stream.
I have the same bug
Yeah so the Memory leak is not fixed, I went to play the game today and well after about 4 hours from restarts and everything, and having the game running in the back while reporting a bug. Soon enough the game was using over half my RAM. 15-16gb of ram to be close to exact, I should have taken more photos, so when I play tomorrow I will take more when it gets very high. I will try and add more to the data sets that I can for you. But I dont think this should be closed. I say it may have taken longer to fill up, but I am also not playing the game on full graphics anymore, idk if that affects things or now.
But yeah ill make a new bug report once I get more detail and testing. But 77m page faults is a lot.
Yeah so the Memory leak is not fixed, I went to play the game today and well after about 4 hours from restarts and everything, and having the game running in the back while reporting a bug. Soon enough the game was using over half my RAM. 15-16gb of ram to be close to exact, I should have taken more photos, so when I play tomorrow I will take more when it gets very high. I will try and add more to the data sets that I can for you. But I dont think this should be closed. I say it may have taken longer to fill up, but I am also not playing the game on full graphics anymore, idk if that affects things or now.
But yeah ill make a new bug report once I get more detail and testing. But 77m page faults is a lot.
AMAZING, you found out how to reproduce the memory leak... I was able to reproduce this immediately. I have a ship and add a few random blocks, removed them, ground down a solar panel, recreated the solar panel. Almost every time the memory usage increased. I stated with 5GB and went up to 6GB with the addition and welding of about 10 blocks.
This appears to be an issue with how the game tracks additions to existing grids. I don't think it is with welding because I gained 1GB just by grinding down a large solar panel off my ship. Some of the glass floated away due to my inventory being full.
I added a fabricator to my ship, simply just added one to see if the larger the block the more memory leak and it does seem like the size of the block, 2.5m, 10m solar, and whatever the fabricator is worsens the leak. Welding the fabricator up causes it to leak as it is being welded. The more components I add the more memory is being used. When I go back into the inventory to get more components the memory jumps significantly.
*** Hitting F to go back into inventory to get more components adds approximately 100MB to the memory leak. The leak seems to occur when welding more components and also when pressing the F key to enter inventory.
AMAZING, you found out how to reproduce the memory leak... I was able to reproduce this immediately. I have a ship and add a few random blocks, removed them, ground down a solar panel, recreated the solar panel. Almost every time the memory usage increased. I stated with 5GB and went up to 6GB with the addition and welding of about 10 blocks.
This appears to be an issue with how the game tracks additions to existing grids. I don't think it is with welding because I gained 1GB just by grinding down a large solar panel off my ship. Some of the glass floated away due to my inventory being full.
I added a fabricator to my ship, simply just added one to see if the larger the block the more memory leak and it does seem like the size of the block, 2.5m, 10m solar, and whatever the fabricator is worsens the leak. Welding the fabricator up causes it to leak as it is being welded. The more components I add the more memory is being used. When I go back into the inventory to get more components the memory jumps significantly.
*** Hitting F to go back into inventory to get more components adds approximately 100MB to the memory leak. The leak seems to occur when welding more components and also when pressing the F key to enter inventory.
I removed the fabricator and then entered the cockpit. Hitting tab to enter the inventory menu also adds approximately 100MB to the memory usage each time I press the tab key.
Interesting, I exited the world and reloaded it. The memory usage remains where it left off or a tad higher. I then pressed the tab key while still in the cockpit and each time it added an additional 100MB to the memory usage. I then saved the world and exited the world.
I then repeatedly hit tab and then ESC until I hit the 12GB of memory usage, saved the world and then existed the world. I noticed that each time I exit the world the memory usage drops, but is higher each time, even though the world is no longer loaded. Just leaving SE2 running without being in a world is now using 9.5GB of memory instead of 5GB like it normally would show while docked at my station. The game appears ready to play, but it is still allocating more memory. It settled just under 12GB. I repeated the test of hitting tab and then escape and each time I hit tab the memory usage rose approximately 100MB.
After exiting the world this time, the memory usage of SE2 is 11GB. I then exited SE2 completely. I opened SE2 and it's using just under 2GB of memory. Note that it is only using 1% to 2% of my CPU power in case that ends up mattering as it normally uses 45% when idle and 35%-45% when entering the inventory menu. I continued the world and waited for it to settle down. It is now only using 6GB of memory.
This is indeed a memory leak. It would affect the entire computer efficiency while SE2 is open, even when not in a world, and now we know exiting and rejoining the world does not free the memory.
I was able to reproduce memory leaks while welding, grinding the already installed 10m solar panel, and every time when I entered the inventory menu by pressing tab while in a cockpit and pressing F at a cargo container.
I removed the fabricator and then entered the cockpit. Hitting tab to enter the inventory menu also adds approximately 100MB to the memory usage each time I press the tab key.
Interesting, I exited the world and reloaded it. The memory usage remains where it left off or a tad higher. I then pressed the tab key while still in the cockpit and each time it added an additional 100MB to the memory usage. I then saved the world and exited the world.
I then repeatedly hit tab and then ESC until I hit the 12GB of memory usage, saved the world and then existed the world. I noticed that each time I exit the world the memory usage drops, but is higher each time, even though the world is no longer loaded. Just leaving SE2 running without being in a world is now using 9.5GB of memory instead of 5GB like it normally would show while docked at my station. The game appears ready to play, but it is still allocating more memory. It settled just under 12GB. I repeated the test of hitting tab and then escape and each time I hit tab the memory usage rose approximately 100MB.
After exiting the world this time, the memory usage of SE2 is 11GB. I then exited SE2 completely. I opened SE2 and it's using just under 2GB of memory. Note that it is only using 1% to 2% of my CPU power in case that ends up mattering as it normally uses 45% when idle and 35%-45% when entering the inventory menu. I continued the world and waited for it to settle down. It is now only using 6GB of memory.
This is indeed a memory leak. It would affect the entire computer efficiency while SE2 is open, even when not in a world, and now we know exiting and rejoining the world does not free the memory.
I was able to reproduce memory leaks while welding, grinding the already installed 10m solar panel, and every time when I entered the inventory menu by pressing tab while in a cockpit and pressing F at a cargo container.
Here's more information.
I think the 100MB (approximate) memory leak may be grid independent. Once it happens on a gird while SE2 is open then it will continue on that grid until SE2 is closed and re-opened. Another thing about this memory leak is that the amount of memory leaked changes. During testing the amount of memory leaked when entering the inventory menu appeared to be related to how much work had been done on the specific grid. Sometimes it's around 40MB, sometimes 70MB, and other times 100MB.
I was able to work on a large ship, grinding and welding, and then enter the cockpit of a smaller ship to access inventory using the tab key. I repeatedly hit Tab and then ESC to test and at that time there were no memory leaks. I then exited the cockpit and hit F on a cargo container on the same ship. The memory leak occurred. I repeated the test with the same results. I then entered the cockpit, and the Tab key was now causing the memory leak. No inventory transactions or menu options were clicked during these tests, just simply entering and exiting the inventory menu.
Here's more information.
I think the 100MB (approximate) memory leak may be grid independent. Once it happens on a gird while SE2 is open then it will continue on that grid until SE2 is closed and re-opened. Another thing about this memory leak is that the amount of memory leaked changes. During testing the amount of memory leaked when entering the inventory menu appeared to be related to how much work had been done on the specific grid. Sometimes it's around 40MB, sometimes 70MB, and other times 100MB.
I was able to work on a large ship, grinding and welding, and then enter the cockpit of a smaller ship to access inventory using the tab key. I repeatedly hit Tab and then ESC to test and at that time there were no memory leaks. I then exited the cockpit and hit F on a cargo container on the same ship. The memory leak occurred. I repeated the test with the same results. I then entered the cockpit, and the Tab key was now causing the memory leak. No inventory transactions or menu options were clicked during these tests, just simply entering and exiting the inventory menu.
not only is the memory leak an issue, the game becomes unplayable after about 4 hours of active gameplay, with gameplay degradation after about 2 hours. Particle effects, thruster plumes being the most noticeable, start to vanish at about 13GB RAM. The hitching/stuttering gets real bad at about 17GB of RAM usage by the game alone.
I'm not low on RAM, I have 128GB.
This is more of a bug rather than feedback though.
not only is the memory leak an issue, the game becomes unplayable after about 4 hours of active gameplay, with gameplay degradation after about 2 hours. Particle effects, thruster plumes being the most noticeable, start to vanish at about 13GB RAM. The hitching/stuttering gets real bad at about 17GB of RAM usage by the game alone.
I'm not low on RAM, I have 128GB.
This is more of a bug rather than feedback though.
Yeah, they fixed some of the memory leaks and posted in the change log that they are still working on others. They have this logged on their internal ticket system.
Yeah, they fixed some of the memory leaks and posted in the change log that they are still working on others. They have this logged on their internal ticket system.
Hello Engineers,
As of current Game version: 2.2.0.2116, all known memory leaks should be fixed. Please note that we are constantly monitoring for new memory leaks.
I will close this thread as per above.
Kind Regards,
Bartosz
Keen Software House
Hello Engineers,
As of current Game version: 2.2.0.2116, all known memory leaks should be fixed. Please note that we are constantly monitoring for new memory leaks.
I will close this thread as per above.
Kind Regards,
Bartosz
Keen Software House
Yeah so the Memory leak is not fixed, I went to play the game today and well after about 4 hours from restarts and everything, and having the game running in the back while reporting a bug. Soon enough the game was using over half my RAM. 15-16gb of ram to be close to exact, I should have taken more photos, so when I play tomorrow I will take more when it gets very high. I will try and add more to the data sets that I can for you. But I dont think this should be closed. I say it may have taken longer to fill up, but I am also not playing the game on full graphics anymore, idk if that affects things or now.
But yeah ill make a new bug report once I get more detail and testing. But 77m page faults is a lot.
Yeah so the Memory leak is not fixed, I went to play the game today and well after about 4 hours from restarts and everything, and having the game running in the back while reporting a bug. Soon enough the game was using over half my RAM. 15-16gb of ram to be close to exact, I should have taken more photos, so when I play tomorrow I will take more when it gets very high. I will try and add more to the data sets that I can for you. But I dont think this should be closed. I say it may have taken longer to fill up, but I am also not playing the game on full graphics anymore, idk if that affects things or now.
But yeah ill make a new bug report once I get more detail and testing. But 77m page faults is a lot.
The memory leak is not fixed, im running 32gb of ram, 12gb 4070 & i9-9900k and the memory goes up to the point of stuttering, this happens immediately loading into my save now, even closing and reopening. Im starting to think it has to do with areas you've messed with & its keeps saved. In the beginning I claimed a couple renegade ships with ctrl-f12 being that the cleaner wouldn't wipe it or re-roll it and that i was full at the time when passing by them, ive so far, put them back to NPC Which it made my stutter less, I tried removing "encounters" through ctrl-f12 & that actually took away the stutter but I ended up crashing after.
The memory leak is not fixed, im running 32gb of ram, 12gb 4070 & i9-9900k and the memory goes up to the point of stuttering, this happens immediately loading into my save now, even closing and reopening. Im starting to think it has to do with areas you've messed with & its keeps saved. In the beginning I claimed a couple renegade ships with ctrl-f12 being that the cleaner wouldn't wipe it or re-roll it and that i was full at the time when passing by them, ive so far, put them back to NPC Which it made my stutter less, I tried removing "encounters" through ctrl-f12 & that actually took away the stutter but I ended up crashing after.
Unfortunately, many of the previously existing bugs have shown up again in the latest release. Breaks my heart that Merick said he would fix the bugs before adding new features to ensure quality. The trash cleanup appears to work the same old way too, only when a world is loaded, the player is light years away from everything, and then it still appears that the newest entities are cleaned up, as if the cleanup does not ever deal with the earliest entities.
In this release we can also see unknown signals that are on fire from like 50-100km away. Very strange that we can see these, move towards them and eventually get within 10km for them to show on our HUD. Meanwhile we cannot see ships or asteroids until we get close enough.
The contract system still has old bugs too causing some contracts to have the wrong wording, wrong images, and not spawning in due placement issues where two contract locations share the same asteroid.
Whomever is testing these releases appears to have played too much and possibly burnt out, only testing new features and/or skipping the boring walk through and progression scenarios. Anyone who loads in the newest release and then jumps to creative mode to spawn in ships and such for testing do not test the game as a person starting a new world/game would be.
There're probably 100+ entities of unknown signals and NPC grids that I will never run into, but they exist in the game. Perhaps a better idea would be to run trash cleanup more often and on closing of the world. Why keep every single unknown signal that I may have visited or never visited in the game and running? The unknown signals that are on fire, spinning flames and exploding in the background are a waste of PCU resources. I've found that if I find an unknown signal that if I grind it into smaller pieces, it may cleanup the smaller pieces if I return at a future date.
You can't test the game if you also have to code the game or perform other tasks. Testing the game means starting from a new world and playing as a noob would play and for many hours per day. Requiring 250,000 tons of ore means the player has to drill/min for HOURS of real life, just to receive a slap in the face of 35,000 credits and now for a sensor, which is required in a later contract. 250,000 tons of ore should pay out 1-20 Million credits depending on the ore type.
Unfortunately, many of the previously existing bugs have shown up again in the latest release. Breaks my heart that Merick said he would fix the bugs before adding new features to ensure quality. The trash cleanup appears to work the same old way too, only when a world is loaded, the player is light years away from everything, and then it still appears that the newest entities are cleaned up, as if the cleanup does not ever deal with the earliest entities.
In this release we can also see unknown signals that are on fire from like 50-100km away. Very strange that we can see these, move towards them and eventually get within 10km for them to show on our HUD. Meanwhile we cannot see ships or asteroids until we get close enough.
The contract system still has old bugs too causing some contracts to have the wrong wording, wrong images, and not spawning in due placement issues where two contract locations share the same asteroid.
Whomever is testing these releases appears to have played too much and possibly burnt out, only testing new features and/or skipping the boring walk through and progression scenarios. Anyone who loads in the newest release and then jumps to creative mode to spawn in ships and such for testing do not test the game as a person starting a new world/game would be.
There're probably 100+ entities of unknown signals and NPC grids that I will never run into, but they exist in the game. Perhaps a better idea would be to run trash cleanup more often and on closing of the world. Why keep every single unknown signal that I may have visited or never visited in the game and running? The unknown signals that are on fire, spinning flames and exploding in the background are a waste of PCU resources. I've found that if I find an unknown signal that if I grind it into smaller pieces, it may cleanup the smaller pieces if I return at a future date.
You can't test the game if you also have to code the game or perform other tasks. Testing the game means starting from a new world and playing as a noob would play and for many hours per day. Requiring 250,000 tons of ore means the player has to drill/min for HOURS of real life, just to receive a slap in the face of 35,000 credits and now for a sensor, which is required in a later contract. 250,000 tons of ore should pay out 1-20 Million credits depending on the ore type.
I've made it as far as settling the first area and making my way back down to earth, I've kinda messed around a lil and flew out to the moon maybe did some digging too see, I still have a little ship I made from the beginning no bases yet, but if all thats being saved essentially your basically narrowed down to picking areas and cant be like oh shi im almost out of ice let me land real quick to mine some and then be on your way or else its just to much memory. Hence why removing the encounters completely takes away the stutter and just leaves areas I've mined tucked away in the memory.
I've made it as far as settling the first area and making my way back down to earth, I've kinda messed around a lil and flew out to the moon maybe did some digging too see, I still have a little ship I made from the beginning no bases yet, but if all thats being saved essentially your basically narrowed down to picking areas and cant be like oh shi im almost out of ice let me land real quick to mine some and then be on your way or else its just to much memory. Hence why removing the encounters completely takes away the stutter and just leaves areas I've mined tucked away in the memory.
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