64bit Memory Leak?
I've noted issues in the past with the memory load from the market not unloading fully after exiting. We're you in WW's or the Black Market? If so, that could be an issue. I've gotten to where I will try to only hit the market before I log, or I'll shut down the game and restart it before I do a TF or something like that.
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I do WW a lot yes, but I dont believe I've ever crashed while I'm at the market itself.
Do you hang out in high population areas a lot? Loading a lot of custom data from players in the area, and even AE missions will stay in memory for future use. A true memory leak is when a program removes an item's memory address without giving the memory back to the system.. causing more and more memory to be used up with no way to access it. In this case, CoH just saves too much crap for no reason.
Ever notice when you join a new team, and people are in a different zone that you don't know what AT they are? But once you are in the same zone and they move to another zone, you still see their AT? The game saved the information for you. Even long after the team is disbanded, you can team with the person hours later from a different zone and the game still remembers what AT that person was from the first time you teamed. Information it could easily reload again some time later, but it saved it. I don't know how much memory that actually takes, but if you constantly rotate members in your group, it's bound to add up over time as well.
It's all the stupid little things that don't matter that all add up into one big chunk of uneeded memory. Some people call it a leak or a memory hole. I just call it a junkyard. Once in a while, you might go in and find something you can use, but for the most part.. it's just junk!
As of now, the only commands we have to clear things up a little are /clearchat and /unloadgfx, but neither one really frees up much space, as the newer things the game saves are not removed by either one of those commands.
Since the game itself is still a 32 bit application, it gets unstable and can freeze anywhere inbetween 1.5g and 2.0g of usage (YMMV), and when you do a lot of WW, base editing, AE, and hanging out in populated areas, you are bound to get into that range after several hours. Personally, I monitor the game's usage and restart my client anytime I get really close to 1.5g. Sometimes I can go days and weeks without ever seeing a problem, but some days when I'm crafting a lot and hitting the market, and zoning and rezoning repeatedly within a small timeframe.. it tends to eventually lock up on me if I don't purposefully restart (not relog, but completely close the whole client to clear the memory). The computer itself does not need to be restarted.
On a side note, I'm still using 32-bit Windows XP Pro, so it's not a 64-bit related problem.
Managed to [finally] get the game not crashing with an OpenGL error... but now, it will stall out after several hours. It felt like a memory leak to me but I didn't think much of it since it took a while to build up to a crash.
Out of curiosity, checked the memory usage during the most recent crash... yep, signs point to a memory leak with 1.6Gb memory being used. Is this a known issue? Is it a game or video driver issue? Using Win7 64bit Professional. |
I've been having this issue with XP 64 for most of the time I've played.
Essentially a couple hours of heavy play (with lots and lots of power effects going off) and I really need to re-log. Even /reloadgfx only puts it off temporarily. It's become a lot more prevalent since the advent of power customization though. A Rikti ship raid or a Rikti invasion and I re-log just to be safe.
I'm hoping that they do some work on optimizing the game client for GR and Ultra Mode, or it's going to be a fargin' mess.
I do WW a lot yes, but I dont believe I've ever crashed while I'm at the market itself.
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It may not get you while in the market, but that memory will stay used, and when you go in a mission with certain textures or in the base, or something of the sort, that will add even more memory used, which may cause the issue. Doing a /unloadgfx didn't solve the issue for me, either - I had to shut down and restart the game to free up that memory.
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Yah it leaks. There may be more than 1 leak as well.
64 bit windows 7 with Nvidia driver will leak until crashing out above 1.4GB (used to be 1.5GB before recent patches).
Usually it crash on zoning or loading the WW/BM when that high.
At first I thought it was an Nvidia driver setting issue but on my Mac client of CoH I can just stand there and crash out in CoX safe mode after about 36-48 hours of just standing there. Again it is a memory allocation issue, but the mac crashing may be different from the Windows client.
I been having same issues.
Posted this a few days ago
http://boards.cityofheroes.com/showthread.php?t=207745
http://www.swganh.com
I was TFing for a long time on Saturday, in game continuosly for over 12 hours before I got hit with the upper memory range lock and had to hard boot my system. There has been a memory leak in the game forever, sometimes its worse than others.
I haven't heard of any issues with the Drive causing a memory leak.
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Tossing in my 2 cents. I have the same problem after I've spent time crafting in the base. I suspect it's from repeatedly opening and closing the various storage containers. Memory usage climbs to 1.5-1.8 GBs and the game eventually crashes. Using Win7 x64.
I have noticed that in some cases after crashing, I end up with a good block (usually around 1.3g) still commited to CoH even after it is closed. Have to look in resource monitor under memory to see that.
There's no way to clear that without restarting the system and opening CoH again creates another entry using it's own memory. Just goes along with everything posted before about things being stored in the memory and eventually leading to a crash. I'm inclined to believe it's a problem with Windows not freeing it up after the crash.
Either way, I just figured I'd put it out there that after a crash happens, open task manager and hit the resource monitor button under the performance tab to see if CoH is still in there hogging up memory even after closing. If it is, you might want to just restart your machine to free up that memory since starting a new instance will just take up even more.
(If it doesn't show up in task manager as a running process but is in resource monitor, chances are that right-clicking and trying to end the process won't work...seeing as the process is already ended and all)
*Running Win7 home premium 64-bit with 3 gigs of RAM*
Tossing in my 2 cents. I have the same problem after I've spent time crafting in the base. I suspect it's from repeatedly opening and closing the various storage containers. Memory usage climbs to 1.5-1.8 GBs and the game eventually crashes. Using Win7 x64.
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I've dared not attempt to do any base editing since my 1st attempt after i17 launch caused me to lockup in about 10mins. I even avoid using the base at all now as it seems to heap a load more memory usage.
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Managed to [finally] get the game not crashing with an OpenGL error... but now, it will stall out after several hours. It felt like a memory leak to me but I didn't think much of it since it took a while to build up to a crash.
Out of curiosity, checked the memory usage during the most recent crash... yep, signs point to a memory leak with 1.6Gb memory being used.
Is this a known issue? Is it a game or video driver issue?
Using Win7 64bit Professional.