Grimrock 2 and memory usage/limits

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minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Grimrock 2 and memory usage/limits

Post by minmay »

kelly1111 wrote:Same problem here, cannot export my mod, getting memory error. first mod I tried was fine, it was about 160mb..
but this new one with more tilesets is around 540mb ... (and I already deleted some tilesets to get to 450mb)
So I am guessing, it is way to large ???

Damn this is a setback for me, if this is indeed the problem (large mb's on all the different tilesets), then I have to redo my dungeon from scrap

Or could there be another problem with this memory issue ? Kinda hard way to find out, so late....
Anyone know what the size can be of the mod assets file in total before the editor crashes / or won't export it anymore?
I have a high end pc.. (that shouldn't be the problem right?)

deleted more stuff... at 420mb it worked... still wondering what max mod asset folder size can be ?
This was a problem people had with Grimrock 1 as well. I never experienced it myself but the people who did reported that they got the memory usage to go down by setting render quality and texture resolution to low. I'd assume this is because the editor loads all the textures for the dungeon preview, so if you stop it from loading the full resolution versions and normal/spec maps you reduce memory usage quite a lot. But that's just a guess; if you look at my username you'll notice it isn't red.
Grimrock 1 dungeon
Grimrock 2 resources
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kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: Grimrock 2 and memory usage/limits

Post by kelly1111 »

@phitt: very newbish question: is there a way to (uncompress??) or change those dds files to psd / fbx files so that in my case I can still use all the tilesets that are on this forum (deep-dungeon, dark temple, northern dungeon, tomb tile set, castle tileset, etc etc) ?
because I used everyone of them in my dungeon.

Or in other words, what can I do to tune down my dungeon mod assets folder, other than the solution petri offered (thanks for that one petri)

Also I just noticed one thing, I have over 100mb in the sounds folder, will compress them to save some room there. That should help out also
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Phitt
Posts: 442
Joined: Tue Aug 14, 2012 9:43 am

Re: Grimrock 2 and memory usage/limits

Post by Phitt »

Unfortunately you need the dds file format and even if you could use a different one it wouldn't work out - it only works the other way around with uncompressed files that get compressed, but not with already compressed single layer dds files (which already have a small file size compared to most other file types)

I would definitely try what minmay said though.

Last but not least you could try the 'large address aware' trick to enable 3 or even 4 gb of ram (if you have a 64 bit OS with 6+ gb ram for example), but I don't know how that works (google has a few possible answers), if it works or if it even makes sense to try. It's just a shot in the dark since I remember that in other 32 bit games it sometimes helps (and works).
kelly1111
Posts: 349
Joined: Sun Jan 20, 2013 6:28 pm

Re: Grimrock 2 and memory usage/limits

Post by kelly1111 »

Turning down the graphics to low, helped alot. I was able to get my mod exported that way. Still have to do a proper cleanup of my assets folder
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