what do you think about vram usage? he was thinking (in windows) of using vram to cache stuff in but have no idea if theres a way to manualy allocate that or if thats a good idea, or in any way cross platform. he was just noticing a similar type of game called nexus has like 80 megs of art but only uses 20 megs of ram (with 30 megs of virtual ram). any clue on vram? (: ----- Original Message ----- From: "Petri Latvala" <adrinael@xxxxxxxxxxxxxxx> To: <gameprogrammer@xxxxxxxxxxxxx> Sent: Sunday, July 04, 2004 12:24 AM Subject: [gameprogrammer] Re: memory management in a game with LOTS of art > On Sun, 2004-07-04 at 09:40, Alan Wolfe wrote: > > He has increasingly more art/mem usage as he adds stuff in (obviously) > > and was working on a solution to somehow prioritize the art of what > > stays in RAM and maybe storing the low priority stuff in files or > > something? > > > > I dont think he really has a clue and myself, I've never dealt with > > this issue before. > > > > Anyone out there know how to deal with this issue, of what to do when > > you start to aproach too much art to load all into RAM at one time? > > Implement some sort of proxy through which to use the art. It would keep > the art on files, and load them to a cache when used, dropping the cache > at times to save memory. When to drop the cache is a tough one. > > The obvious solution is to drop the least-recently-used art when there's > too much stuff in memory. But that doesn't apply to all usage patterns. > If you use art in the way of use-art-1, use-art-2, use-art-3, use-art-4, > use-art-5, repeat, you should drop the most-recently-used art instead. > The end result is that you can keep drawing more without needing to go > to disk, what would have happened if you had dropped art 5 when drawing > art 2, instead of dropping art 1. > > -- > Petri Latvala > > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html