Tatterdamalion

Recruit
  • Posts

    34
  • Joined

  1. Quote:
    Originally Posted by UberGuy View Post
    What I can offer, TV, is an anecdote in the opposite direction.

    For the longest time I ran CoH on an XP (x86) rig containing an ASUS mobo with NVidia video and 4GB of ram (2.5-3 GB available depending on my vid card - I went through a couple).

    I do strange things like watch the real and virtual memory use of my applications. Before I16, CoH used to use around 500-750MB of real and virtual memory (1.0-1.5GB total) on load, and then relatively quickly rise to around 1GB of each (about 2.0GB total) as soon as I did anything non-trivial, and then it would slowly rise from there. In particular, every time I zoned (at least for the 1st time in a given zone) or met a large crowd of characters, my memory usage would increase. As far as I could tell, it would never go down. If it topped around 3GB of combined real and virtual memory it would crash. (This isn't totally unexpected, since 32-bit Windows limits processes to 3GB of addressable RAM.)

    In I16, it felt like both my baseline and my rate of memory consumption increased. My game rarely reached the peak and crashed unless I did something like attended multiple zone raids in a row, but what looked like a "3GB crash" did happen to me several times in I16 - probably more in that than issue than had ever happened to me in all the issues before.

    Since I17, what I find is that my initial memory use is higher - I load the game and the game image is pretty much at ~1.0GB each real and virtual memory use immediately, but I don't really seem to add much over time, or if I am, the rate is much lower, making it harder to notice.

    I have a rig which uses both nVidia and ATI PCI-E cards. I have the same silly habit of watching my RAM usage. (Probably because of my job I guess) and have seen the exact same situation appearing after i17 was released. It doesn't matter which Video card (nVidia 9800 or ATI 4850) is being used for the game even when the unused card's drivers are completely unloaded. After 'X' interval, especially when I'm exiting missions, calling up the Costume panel, or entering the Auction panel. I found the programhas either crashed to crash reporter or hard locked.

    Athlon X64 5000+ (2.6Ghz) 3GB RAM
    ASUS (nVidia 420 series) Mobo
    XP Pro SP3
    All drivers up to date.

    ATI HD 4850 512MB

    or

    nVidia 9800 512MB
  2. Quote:
    Originally Posted by MLEdelen View Post
    What gives, this is the longest CB I've ever seen. It's almost going on 2 months long now....
    Given that this issue includes almost a complete revamp of the games graphic engine, I hope this is a joke...
  3. The current patch my Test client is loading, is the exact same size as the pre-patch the Live Client downloaded.
  4. I have an MSI Wind U100 that runs CoX decently in XP Pro (and OS X ).

    Yeah I had to bring the graphics down, but it really plays quite well as long as

    A) You're not in the middle of a Massive Raid (Rikti, Hami, Zombie Apoc)

    or

    B) You're not in the Shadow Shard or RWZ

    In those two cases you're playing City of Slideshow...
    (CoV maps espec. Arachnos can be slowwww too)

    I have 2GB of RAM in the little booger and have used the 1.0A firmware to set the CPU to +15%. It's been great for Auction House/Inventions in boring meetings or just quick solo radio mishes.
  5. I'd just like to see a growth power that tops out at 12-15' or so, and maybe a shrink that drops a character down to monkey size. Being able to go eye-to-pumpkin with a Streng has always been a dream of mine.
  6. Hey I can finally play my pistoleer (pet-less Thugs/Traps MM) as a hero like she was supposed to be!!! And yet another reason to beat up Statesman...
  7. Tatterdamalion

    Mac Open Beta

    [ QUOTE ]
    "HeroStats does not work in the Mac envrionment, as it uses Windows .Net programming."

    Hmm, I wonder if it might be possible to get HeroStats working with Mono? Mono is an open-source re-implementation of the .Net runtime for Unix-like platforms (including OS X). The main development is being managed by Novell. I think the .Net API's might be somewhat limited right now for Mono, though, so not reallly sure if you could get HeroStats working, but might be worth a check?

    [/ QUOTE ]

    The biggest problem is that Transgaming (and WINE in general) uses a virtual C: Drive that the application, all the support .dlls, and driver foolie bits live on. This means that the game chat (from which I gather HeroStats yoinks a lot of its data) doesn't really interface with the Host OS. If you could intercept the client data stream from outside that virtual C drive, then there are lots of ways to code a Herostats-alike.