(04-17-2011, 11:07 AM)Szarikow Wrote:(04-17-2011, 08:04 AM)hyakki Wrote:(04-16-2011, 09:39 PM)Szarikow Wrote: However, I still have the memory leak. Here is an INFO log. I noticed that one of the times where memory usage increases is when the game loads new 2D images (like when looking through character profiles).
hmm not sure about a memleak I tested this game for almost 2 hours without any crashes
are you just talking about the allocation? since its normal for java to allocate 1gig+ ram (based on xmx size+alittle extra)
I think this game could be moved to playable.
anyways since I logged the whole time I played attached log might be useful for something.
So I guess I don't have enough ram. Got to get "moar"...
i saw you were using vertex cache in your log, disable that since it causes permgen space to run out quickly
try these settings
Code:
[-] = Unchecked || [x] = Checked
|Video|
[x] Only GE graphhics (not recommended for homebrew)
[-] Use vertex cache
[x] Use shaders (experimental) # (NVIDIA Speedup) | (ATI Buggy / Disable)
[x] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
[-] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
[-] Enable VAO (only relevant when using shaders and vertex cache)
[x] Enable saving GE screen to Textures instead of Memory
[-] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
[x] Enable dynamic shader generation (only relevant when using shaders rec for AMD/ATI)
|Media|
[x] Use Media Engine (Works only with 32bit JPCSP)
[-] Extract media files to tmp folder
[x] Decode audio files with sonic stage (you must have ss installed for this to work)
[-] Use non-native fonts from flash0 folder
|Compiler|
[x] Use compiler (dynarec)
[-] Output profiler into to profiler.txt (only for compiler)
[100] Maximum method size
Try Out JPCSP Launcher v1.8.0.4 | How to post a log