thank you for the explanation.Dr.Disaster wrote:On that I'd like to quote a bit from here:bongobeat wrote:I don't know, how can you say that?Dr.Disaster wrote:In other words: the executable is still bound by the 32-bit 2GB memory limit.
In the ms dos prompt command (executed as admin), it shows me that the new settings are done correctly, and for the executable when you open it with cff, the tikbox "allow to use more than 2 gb...etc" is checked.
For me, whatever is in my mod, the editor and the game still don't use more than 2gb of data in memory as the maximum that I see is 1,7gb, so I don't know why it crashes. Or I misunderstand something.
This means that LoG2 already makes good use of the memory it can access and you won't see it go higher then 1.8GB.All the memory you have access to is virtual - you cannot access physical memory directly from an application. The OS will use the page file as needed - the effect you'll see by having many applications exhausting physical memory is increased swapping, and noticable slowdown.
On Win 32 bit, the application has 2GB of Virtual Address Space available. This is used for mapping executables and DLLs, for e.g. memory-mapped files, for stack and heap. This space is typically somewhat fragmented. If your application is built as "Large Address Aware", and the OS is 64-bit or configured to split user/kernel-mode memory as 3/1GB, the address space is almost 4GB for 64-bit, and 3GB for 32-bit.
The memory you can allocate is typically in the 17-1800 MB range. If you allocate small portions, you'll reach this, if you try to allocate large consecutive blocks you may hit the limit a lot earlier, as your address space is fragmented.
"modifying" the grimrock2.exe header alone might not do depending on if the application was build (compiled/linked) to support 2+GB of memory or not. Also even if it would do everyone(!) who would like to play your mod would have to modify both their system and their grimrock2.exe in the very same way or otherwise your mod won't work for them either.
True, I don't think any players will do some tricks like that
I thought about that , because I have done this in log1, the memory use in the editor was quite larger than the game, but the trick allows me to export the mod, without having another crash. In log1, I ve already see something about 2 gb of memory used during some exporting, without crash from the editor. And seems that there was no issue like this in the game. Well at least, I never noticed one.