On Sat, 16 Apr 2011, ThorstenB wrote: > Ok, thanks a lot Anders for these hints! I'll open a tracker issue for > the particle issue - so we won't forget these details. Can you estimate > on how bad this issue could get? Does it only mean a minor memory leak - > or could it get really bad over time (maybe eat some gigabytes in a 6 > hour TGA shift? :) ).
If I'm not mistaken the particles issue has been around since we got particles, so it is apparently not that bad (leak and race condition) in practice. > Not sure, but I guess the issues with "Effect" objects is probably worse > than with particles. There's a larger number of Effect objects - and > each is connected to a texture (.rgb/.png images) - which may occupy a > lot of memory. Just by starting at KSFO, loads of KSFO terminal textures > - and textures of 15 different MP aircraft immediately stick in memory... Yes, the big textures will eat memory fast. Particle systems usually use small textures (the effect of the accumulation of particle system updaters is noticeable with wildfire, though - but you'd need a lot of MP aircraft passing through to generate anywhere near those numbers of particle systems). Cheers, Anders -- --------------------------------------------------------------------------- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ ------------------------------------------------------------------------------ Benefiting from Server Virtualization: Beyond Initial Workload Consolidation -- Increasing the use of server virtualization is a top priority.Virtualization can reduce costs, simplify management, and improve application availability and disaster protection. Learn more about boosting the value of server virtualization. http://p.sf.net/sfu/vmware-sfdev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel