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Server Memory Leaking When repeat Save/Load in a 3D game
#6
(08-18-2011, 05:38 AM)hyakki Wrote: if you don't care about the media engine then 64bit is ok to use, and it doesn't have the memory restriction the 32bit one has, in the 64bit one you can set the xmx and maxpermsize values alot higher. (as long as you have enough physical ram to back it)

the 32bit version can use about 2gb of ram or 1gb in the default -xmx setting, and all the other values will take away from that value (maxpermsize, rescodecache) so you end up with less ram for jpcsp to use causing a slight slowdown., you might be able to safely up the -xmx value to 1150 to help compensate for the maxpermsize change

Thank you, hyakki

Sure, I think this is a work around. When I repeat the load (I think a lot games ask player to frequently save/load lol), I monitor the memory been allocated to java.exe via windows task manager. I find the memory increases as the load performed each time. In my case, the empty Emulator has about 400MB memory allocated, loading once has about 800MB, loading twice has about 1GB, loading three times 1.1GB, ...., 10 times 1.6GB. I don't think this is normal. Does anyone experience the same situation? I suppose each load should release the memory allocated to the previous context and create the new memory for the current context. I still think this is some kind of memory leaking.
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RE: Server Memory Leaking When repeat Save/Load in a 3D game - by MutatedFantasy - 08-19-2011, 01:09 AM

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