klepto2 Posted June 14 Share Posted June 14 this might be rarely usecase, but when you run this code: #include "UltraEngine.h" #include "ComponentSystem.h" //#include "Steamworks/Steamworks.h" using namespace UltraEngine; SIZE_T PrintMemoryInfo() { auto myHandle = GetCurrentProcess(); //to fill in the process' memory usage details PROCESS_MEMORY_COUNTERS pmc; //return the usage (bytes), if I may if (GetProcessMemoryInfo(myHandle, &pmc, sizeof(pmc))) return(pmc.WorkingSetSize); else return 0; } shared_ptr<Entity> main_instance; vector<shared_ptr<Entity>> instances; void UpdateHook(shared_ptr<Object> source, shared_ptr<Object> extra) { auto world = extra->As<World>(); if (world != NULL) { instances.clear(); for (int i = 0; i < 100; i++) { instances.push_back(main_instance->Instantiate(world)); } } } int main(int argc, const char* argv[]) { #ifdef STEAM_API_H if (not Steamworks::Initialize()) { RuntimeError("Steamworks failed to initialize."); return 1; } #endif RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); if (!AttachConsole(ATTACH_PARENT_PROCESS)) { if (AllocConsole()) { freopen("conin$", "r", stdin); freopen("conout$", "w", stdout); freopen("conout$", "w", stderr); } } else { auto consoleHandleOut = GetStdHandle(STD_OUTPUT_HANDLE); auto consoleHandleIn = GetStdHandle(STD_INPUT_HANDLE); auto consoleHandleErr = GetStdHandle(STD_ERROR_HANDLE); if (consoleHandleOut != INVALID_HANDLE_VALUE) { freopen("conout$", "w", stdout); setvbuf(stdout, NULL, _IONBF, 0); } if (consoleHandleIn != INVALID_HANDLE_VALUE) { freopen("conin$", "r", stdin); setvbuf(stdin, NULL, _IONBF, 0); } if (consoleHandleErr != INVALID_HANDLE_VALUE) { freopen("conout$", "w", stderr); setvbuf(stderr, NULL, _IONBF, 0); } } //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); world->RecordStats(true); main_instance = CreatePlane(world, 10.0, 10.0, 256, 256); world->AddHook(HOOKID_UPDATE, UpdateHook, world); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); #ifdef STEAM_API_H Steamworks::Update(); #endif window->SetText("Instances: " + String(world->renderstats.instances) + " MEM: " + String(PrintMemoryInfo() / 1024) + " kb"); } #ifdef STEAM_API_H Steamworks::Shutdown(); #endif return 0; } You can observe the following: The memory rises a lot without going down. After some seconds, normally when the memory is above 300000kb the app spams Error: Invalid value While the memory has not so much impact, the Invalid value error leads to flickering (not so much in this sample, but in the original source i use the instances gets rendered totally random) and wrong rendering of the instances. 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
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