Improve Scene Loading when client is close to running out of memory#993
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RuffledPlume wants to merge 1 commit into117HD:masterfrom
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Improve Scene Loading when client is close to running out of memory#993RuffledPlume wants to merge 1 commit into117HD:masterfrom
RuffledPlume wants to merge 1 commit into117HD:masterfrom
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PR has been improved, ontop of reusing the SceneContext to avoid allocating 16 MBs during scene Load. It now tracks the memory state over the last 64 frames to determine if we're consistently running close to the max memory, if we're in this state then scene loading is forced to be sync load instead of going wide across job system workers. |
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* Reuse Previous SceneContext Data * Added GC Hint to try to catch when a OOM is impending * Moved Model Pushing Arrays into LegacySceneContext Class * Print Memory stats before & after hinting GC * Track Memory State across the last 64 frames * This allows us to determine if we're consistently running close to the edge of the max memory * Override Expanded Chunk Loading if we're running low on memory, effectively forcing lowMemory mode
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Time bounded GC added before loading next scene: