It looks like you're new here. If you want to get involved, click one of these buttons!
When I was an open beta tester, I was wondering why would this game use almost 2GB of ram? what do you guys think? I haven't any idea as I've never seen a game use that much memory. It's not my system, as it's just fine until I ran the game. any input?
Comments
Perfectly normal..the more ram you have in a rig the more ram the game should and will use untill a certains amount..
If you play Perpetuum in a rig with 2 gigs ram the game will use far less...
If you play in a rig with 4 gigs of ram the game will know that more ram can and will be used...
To sum this up put this in your head/s:
Unused ram is wasted ram
So the perpetuum client is 64 bit not 32?
2 GB ram isn't exactly much ram for a gamer to have these days. I personally won't use less than 4 GB in any system anymore and that's really the bare minimum if you want a smooth experience.
going by the videos and pics of the game. i can see where it uses the extra ram.
and 2gb is hardly ZOMG end of the world.. only low end budget pcs have less then 3gb, a gamer rig starts out at 4gb. going up to what...16gb?? soo really i fail to see how 2gb is a major problem.
playing Mechwarrior 4:mercs has similer graphcs and systems of this game. tho its alot older, its specs are not as major but then again its designed for a much older system. but its pretty noticeable where the ram is used
now if the game say required 6gb THEN i would be asking why. 2-4 is perfectly normal and fine
I run 6 gigs of ram + 275gtx @ 2
Here is a pic of a properly optimized game client(s) running. lol guild wars, I know..re-installed for halloween festival.
***Warning. If you have a slow connection, don't bother looking. the files is saved as .png (for picture integrity) it's as large as an .mp3 file)***
Now after viewing this picture, fire up the perpetuum game client, log in (if you don't the RAM useage will be inaccurate) and see just how much 1 perpetuum client uses.
http://img829.imageshack.us/img829/6825/proper.png
copy/paste link.
if someone can. post a screenshot like mine but with the perpetuum client please. client(s) running, logged in, task manager open showing memory useage. Thanks.
the client use around 1gb of ram
BestSigEver :P
Well if you start comparing game clients you'll need to start comparing games with similar feature sets. Now Guild Wars does indeed have a very stable client which has been worked on by a very talented team of developers for the past 10 and a half years, but the level of terrain interaction it offers is nowhere near the level of dynamism possible with the engine in Perpetuum. In fact it's as static as you can get, whereas Perpetuum has been built toward the goal of complete dynamism, which means you need a lot more resources. For one the terrain can't be precalculated as it might change on the fly. The objects on the terrain can't be predetermined as they can change on the fly. Basically you might encounter anything at any point while in the game. So to be fair you should be comparing Perpetuum with a game that has a similar level of dynamism: dynamic terrain, dynamic vegetation and dynamic objects on the terrain (be that either decoration or actual interactive objects).
Now I'm not saying the client could not use more optimizations as there's always something to be found in that department, it's an endless race. However both of the whopping two(!) people writing the game client are doing their best to provide the players with as good an experience as possible in this regard.
Can you post images/video of this terrain interaction taking place? I've only seen trees falling thru geometry and when mining, the mining deposits lift the bot off of the geometry. (when you can see the mining cylinders thru the scan feature) I haven't seen anything like that at all (dynamic terrain interaction) just the same terrain. Is it implemented into the game?
also for comparison can you post a screen shot like mine, but with the perpetuum .exe running? thanks!
As it stands now, the terrain editing feature is not accessible to the players yet, it's an admin only feature with a toolset that has been designed for level editing - this is how we shape the world of Perpetuum, in real-time. What players notice from this is that whenever we make a change to the terrain, that change happens seamlessly on all clients in the area, thus keeping the consistency of the game world. The reason this feature is not accessible to players yet is that without actually being able to build their own settlements for now it doesn't have any gameplay meaning. Once we introduce that aspect of the game, shaping the terrain around your settlement will be a very essential part of defending it.
And how much ram will that take to accomplish then, since it's not accessible to the players yet?
Care to share any screenshots of it in action?
As the system is already in place it won't eat up one bit more. Anyways we've been meaning to do a video like this for ages so why not do one now: http://content.perpetuum-online.com/filedump/BoyC/TerrainEditing.avi
Thaaaaanks! Could you maybe post a screenshot of the game client running like the one I have?
perpetuum.exe running(logged in), task manager open showing ram useage?
As the client I have here is a dev client which has a quite different memory profile there's no real point in posting one. You can do it yourself with the live client
I'd rather have an outside source take a screen cap! I don't want people to say/think I altered the image(s).
If I were a Dev/GM, it would probably be in the best interest to have both clients available for use. oh well.
I'd like to ask: open beta testers aren't even running a debug client then? The performance they are getting now is the performace that should be expected at launch? (excluding future patches etc etc)
The game is more than playable. Nuff said.
SexuaLobster's Grease Portal
Because it is an internal test server, 'regular' client makes no sense there. The client becomes 'regular' when it is released on public test servers, which is what beta is for.
yeah becasue the hundreds of people developing this game (sarcasm) wouldn't need to run a 'regular' client at any time. I guess.
anyways why does it seem like no one wants to post a screen-shot? is it that bad?
Dont bother explaining about the game world differences, dynamic world etc...90% of the readers dont understand.
They compare apples to rubic cubes.
Then there is the 10% that think they understand, but really don't.
They don't compare anything, they just think they know. ;0
No, they do not need a 'regular' client on internal servers because it has no meaning nor purpose there.
As I already said, there is no such thing as 'regular' client until the client is 'assembled' for public test servers. You ask for a screenshot of client version that does not and cannot exist.
This is standard process in software development...
yes, that is standard procedure in software development, but I was led to believe that the dev team is a small group of people (10) that does everything in house. Meaning they do their own Q&A as well. I'd like to think they don't just pump out the patches and patch them straight to the live client. Somebody, somewhere in the mix has to be running a perpetumm.exe like the playerbase is.
I think what he meant in his post was that the client used on the dev server is too different from the one used on the player server because he can do things like fly around above the island. This might require more RAM to display the entire island at one time without any fog or LOD we see. I think its perfectly reasonable that this would need much more resources, especially with all of the tools at their disposal.
When terraforming makes it in the game, it of course wont have the same features the devs get to use to shape the world, but will be confined to a much simpler and likely tile-locked manipulation, instead of the scalable free form tool you see him using with his mouse.
If they were to run the "player client" on the server to represent what the player client would look like, it probably would represent the same RAM footprint until they actually moved the terraforming tools/interface to it for use by the players, which I doubt would be much different.
Just so you know, when you cross certain lines in the game, you will download the terrain map every time because you have to constantly update the terrain in case someone altered it in any way. This will hopefully show you that there are already things in place to be ready for terraforming.
Ok. So, basically what you're telling me is that the video file linked has nothing to do with the game client and how terrain modification will occur -in game- . Thanks for pointing that out!
as far as clients work, I always thought the GM client was the same client the we use, until the GM command prompt is used..
EX; /.GM - /GM_ON - /GM_OFF (these commands can usually be added as a "switch" to the shortcut of the game (if you have a shortcut made)
this game (perpetuum) uses a drop console (at least for open beta). it is activated via using the "~"
I do not know how this game works in allowing rights, but if it follows "standard" game clients, the server doesn't know the difference between a standard client and a GM client, untill the command is thrown at it. the server then checks to see if the client has GM "rights" or "priveledges" if the user client does, the rights are granted to the user.
I can remember some funny times when GMs logged in and forgot to use the /GM command. Two that I can recall had me spitting booze all over my monitor Happened in: Darkfall, the GM was surrounded, bodyblocked, killed...very funny. Another was in AoC, where the same thing happened!
with that said, I'm pretty sure that everyone BUT devs use the same client until the proper commands are used to enable rights.
I'd still like to see a pic like mine taken from an outside souce with the perpetuum.exe running, logged in, windowed, showing task manager > RAM useage.
Not sure why you are worried about how much ram three clients use. All games use different amounts of ram. Since game site recommends 1gb of ram for a single client running... I would guess it does take 1gb of ram per client.