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New Immortal mod crashes to desktop with out of memory error #189
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The most obvious issue is signed integer overflow, easily fixed with a (size_t) cast, at which point the real problem appears: DP's PVS (at least for Q1BSP) uses several orders of magnitude more memory than vkquake's. Adding a debug print to vkquake's Mod_DecompressVis() reveals it allocates 102348 bytes for numleafs: 818760. |
Also affects the newly released Meat Jam
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Decompressing PVS data was done to simplify support for q3bsp which doesn't use compressed pvs, and to make it faster to check pvs in several places per frame (e.g. for dynamic lights), that said in any case that uses the majority of the data it is probably faster to decompress on access because of memory bandwidth being lower that way. I'm curious if these maps are legitimately using an absolutely gigantic number of leafs or if they're just sitting on a lot of blank space in the PVS data. Reusing the same PVS data for multiple leafs when loading q1bsp/q2bsp leafs would be an option even if it's uncompressed, but I had not encountered maps like this when I made that decision. |
The Immortal Lock mod crashes to desktop when you enter the first level (after start). I'm using the latest master.
Apparently even Ironwail crashes due to memory usage. vkQuake is recommended by the author.
Larger snippet of start and end of error dump
There is also a very strange physics bug in the start.bsp elevator where the player will bounce and and lose a lot of life by the time they get to the bottom.
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