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Performance Optimization & Memory Usage (Games : Vector Thrust : Forum : The Round Table : Performance Optimization & Memory Usage) Locked
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Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 9 2015 Anchor

The recent Sly's comment about OpenAL ran out of memory (which occurs on me a couple of times for unknown reason) and about hangar screen still a CTD-inducing memory hog & pretty laggy made me wondering what's the current & future plan for VT's memory & performance optimization.

FYI, on my toaster laptop VectorThrust.exe uses around 300 megs RAM or above when in menus and about 600-800 megs during gameplay (according to my previous "stress test", 15 players skirmish in VTRP's New Jersey map the game uses 700 megs of memory and counting) - that's using all "very high" graphics detail settings except bloom and antialiasing and 1280x760 resolution windowed.

While we're still at it, perhaps we may need to do something so that the game doesn't always "seemingly hangs/freezes" during loading.

Mar 9 2015 Anchor

I hope they optimize the game to allow more enemies on screen

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 10 2015 Anchor

bornloser wrote: I hope they optimize the game to allow more enemies on screen

Another good reason to remove the 16-player limit at skirmish, too.

Edited by: Nergal01

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anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

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