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Found 3 results

  1. Hi, Maybe PMDG could make this topic a sticky? What is the problem? If a scenery has landclass files (these define new shorelines, water bodies, etc..), and the corresponding scenery folder has a texture folder, it causes the landclass to leak memory. For reasons known only to ACES, the texture folder is accessed for no apparent reason (landclass can't have textures), and the resources allocated to do this are never freed, leaking memory. The memory leak itself is very small (a few hundred bytes) but it is the frequency and duration of these accesses that lead up to OOME/CTD when approaching an affected scenery area (FS attempts to access the texture folder in excess of 100 times per second). That's the theory... what about a fix? How easy it is to fix a particular scenery depends on the scenery designer, and whether they put LC somewhere within the file name of the file(s) that handle landclass. It might take a bit of trial and error to identify the scenery causing the leak, especially if you have multiple sceneries close together. Let's say you have: FSX\Addon Scenery\MyScenery Create another folder called: FSX\Addon Scenery\MySceneryLC In that folder create: FSX\Addon Scenery\MyScenery\scenery but do *NOT* create a texture folder!! This scenery folder will contain the landclass of the leaking scenery. Hopefully the scenery developer put LC somewhere in the name of the files that handle the landclass, so they are easy to identify. MOVE them out of the original folder (FSX\Addon Scenery\MyScenery\scenery) and into FSX\Addon Scenery\MySceneryLC\scenery Next, start FSX and add this new scenery area. Make sure it appears below the scenery it belonged to. Create seperate folders for all the scenery you have. Note that not all landclass are easy to identify. If you do this for all the landclass files you have installed, this will permanently fix this memory leak issue. Best regards, Robin.
  2. Hello, You might remember a tool i wrote a long time ago whose objective was to monitor VAS usage during a simulator session (FSX/P3D). The original FSMem, although featuring memory usage warnings and selectable memory thresholds for these warnings, lacked one feature that i consider the most important: - Memory logging. With this in mind and once i had a couple of days free, i coded a new application from scratch to do just that. FSMem2 now displays a graphic of either used or free memory, constantly displays free and available memory and, most importantly, logs and exports memory usage data. You can then use the logs to better understand when, how, why your memory is used by the simulators. Hopefully this isn't going to be required for long with the apparent proximity of x64 versions of P3D, but for now it might still be useful. README INCLUDED IN THE ARCHIVE DOWNLOAD HERE Here's a small screenshot sample, hope you find this too useful somehow.
  3. So, this is interesting: http://support.microsoft.com/kb/2885482 Recently released from MS. Perhaps the one programmer who's been assigned to working on this for seven years finally figured it out? Dare we hope? :ph34r:
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