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How much RAM did 0ad support?


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Hello,

can someone please tell me how much RAM 0ad supports?
Is there a limit?
Does 0ad benefit from 64 GB more than from 32 GB Ram?

I ask because I already have 32GB in the system and yet every now and then
I get a crash error message that there is not enough memory like this:
 

0 A.D. (0.0.26) Main log (warnings and errors only)

ERROR: JavaScript error: out of memory

 

Can I increase the available memory for this?

And in the crash log I see:
OS : Win11 (10.0.22000)
CPU : x64, 12th Gen Intel Core i5-12600, 3.30 GHz
Memory : 32768 MiB; 27638 MiB free

so the problem should not be the installed RAM, right?

Can it have something to do with the 32bit version of 0ad?

I am using the Windows version, would the Linux version help to use more memory?

Thank you very much for reading my questions.

 

I forgot to tell info about the error::

Details: unhandled exception (Access violation reading 0x00000024)

Location: unknown:0 (?)

Call stack:

(error while dumping stack: No stack frames found)
errno = 13 (Insufficient access rights to open file)
OS error = 0 (no error code was set)

====================================

SVN Revision: 27104

Engine Version: 0.0.26
 

Edited by prose
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Thanks for the quick reply.

I have added more info to the start post.

I see more than enough free RAM memory in the crash log.
And the error message seems to refer to the Java Script area!??

Do I see it right that this javascript area itself is not limited and also only depends
on the maximum usable size of 4 GB by the 32Bit application? 
Or is this javascript area possibly enlargeable in the config?

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6 hours ago, prose said:

OK, thanks for the really quick responses here.

Is there a roadmap for the Windows build switch from 32 to 64 bit?

Not yet, we're having some issues building boost on Windows for some reason I haven't been able to figure out.

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  • 8 months later...
28 minutes ago, Purgator_ said:

someone mentioned more than 8 players in a match.

Currently it's just an idea. We have no stated plans to have more players.

29 minutes ago, Purgator_ said:

Any progress on 64bit mode?

We're working on that, but the progress is very slow (because the task is complex). I'd like to have it done to the next release though it's a very optimistic goal.

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9 minutes ago, vladislavbelov said:

Currently it's just an idea. We have no stated plans to have more players.

We're working on that, but the progress is very slow (because the task is complex). I'd like to have it done to the next release though it's a very optimistic goal.

Is there any official instruction to test latest patches on Linux? I wanted to test latest 0ad commits on Debian 64bit, but svn checkout only gets Windows version?

Edited by Purgator_
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6 minutes ago, Purgator_ said:

I wanted to test latest 0ad commits on Debian 64bit, but svn checkout only gets Windows version?

Unfortunately we don't officially prebuild SVN binaries for Linux and macOS.

6 minutes ago, Purgator_ said:

Is there any official instruction to test latest patches on Linux?

You could try to follow instructions here: https://trac.wildfiregames.com/wiki/BuildInstructions#Linux. To run the game with Vulkan you'll need to install the 0ad-spriv mod before switching to the backend: https://mod.io/g/0ad/m/0ad-spirv (also available in-game mod downloader).

BTW the game works in 64bits mode on Linux and macOS (if a host is 64bits).

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