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Thread: Game crashes DX9 - memory leak?

  1. #1
    Join Date
    Nov 2010
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    4

    Unhappy Game crashes DX9 - memory leak?

    DX11 no good for me, so playing DX9 at the moment.
    (Win7 x64, 8GB RAM, GTX 470, Q6600 @ 2.4GHz).

    With large maps, and after ~500 turns - I can play maybe a dozen turns before the game dies. It's incredibly slow - I have a Q6600 @ 2.4GHz - and it takes more than a minute to capture a city or run the AI turns.

    I've been looking at the process as it crashes in task manager and noticed a trend - it always seems to be very close to 2GB 'commit charge' (with ~1.8GB of actual RAM mapped in) - which I believe means as a 32-bit process it's just run out of address space!

    Memory leak anyone?

    I'm a s/w developer so if you need any particular logs, perfmon, Windbg or whatever just ask. (I've got 39 mdmp files if you want them).

  2. #2
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    Hi. First things first, can you post the upper-most section of your dxdiag report please.

  3. #3
    Join Date
    Nov 2010
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    dxdiag

    ------------------
    System Information
    ------------------
    Time of this report: 11/16/2010, 20:32:19
    Machine name: ENTERPRISE
    Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7600) (7600.win7_gdr.100618-1621)
    Language: English (Regional Setting: English)
    System Manufacturer: ASUSTEK COMPUTER INC
    System Model: P5W DH Deluxe
    BIOS: BIOS Date: 09/13/06 19:39:24 Ver: 08.00.12
    Processor: Intel(R) Core(TM)2 Quad CPU @ 2.40GHz (4 CPUs), ~2.4GHz
    Memory: 8192MB RAM
    Available OS Memory: 8192MB RAM
    Page File: 5213MB used, 11167MB available
    Windows Dir: C:\Windows
    DirectX Version: DirectX 11
    DX Setup Parameters: Not found
    User DPI Setting: 96 DPI (100 percent)
    System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
    DxDiag Version: 6.01.7600.16385 32bit Unicode

    ------------
    DxDiag Notes
    ------------
    Display Tab 1: No problems found.
    Display Tab 2: No problems found.
    Sound Tab 1: No problems found.
    Sound Tab 2: No problems found.
    Input Tab: No problems found.

    --------------------
    DirectX Debug Levels
    --------------------
    Direct3D: 0/4 (retail)
    DirectDraw: 0/4 (retail)
    DirectInput: 0/5 (retail)
    DirectMusic: 0/5 (retail)
    DirectPlay: 0/9 (retail)
    DirectSound: 0/5 (retail)
    DirectShow: 0/6 (retail)

    ---------------
    Display Devices
    ---------------
    Card name: NVIDIA GeForce GTX 470
    Manufacturer: NVIDIA
    Chip type: GeForce GTX 470
    DAC type: Integrated RAMDAC
    Device Key: Enum\PCI\VEN_10DE&DEV_06CD&SUBSYS_14703842&REV_A3
    Display Memory: 4064 MB
    Dedicated Memory: 1248 MB
    Shared Memory: 2815 MB
    Current Mode: 1920 x 1200 (32 bit) (59Hz)
    Monitor Name: Dell 2407WFP (Digital)
    Monitor Model: DELL 2407WFP
    Monitor Id: DELA017
    Native Mode: 1920 x 1200(p) (59.950Hz)
    Output Type: DVI
    Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,n vwgf2um,nvwgf2um
    Driver File Version: 8.17.0012.6099 (English)
    Driver Version: 8.17.12.6099
    DDI Version: 10.1
    Driver Model: WDDM 1.1
    Driver Attributes: Final Retail
    Driver Date/Size: 10/17/2010 05:55:00, 12788840 bytes
    WHQL Logo'd: n/a
    WHQL Date Stamp: n/a
    Device Identifier: {D7B71E3E-458D-11CF-214C-7C341DC2C535}
    Vendor ID: 0x10DE
    Device ID: 0x06CD
    SubSys ID: 0x14703842
    Revision ID: 0x00A3
    Driver Strong Name: oem41.inf:NVIDIA_SetA_Devices.NTamd64.6.1:Section0 04:8.17.12.6099ci\ven_10de&dev_06cd
    Rank Of Driver: 00E62001

  4. #4
    Join Date
    Nov 2010
    Posts
    4
    I've tried
    running in windowed mode, re-installing direct x as admin, different resolutions, different nvidia settings, started new games with different settings, latest video drivers, and a few others I've forgotten.

    xml.log has a validation failed in it;

    [1301218.093] **** Validating Game Database *****
    [1301218.156] Performing Localization Checks
    [1301218.156] Checking Tag Format...
    [1301218.156] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
    [1301218.171] Validating UnitGameplay
    [1301218.171] Number of selection sounds doesn't match number of units.
    [1301218.171] Validating Notifications
    [1301218.171] Number of notification xml entries does not match enum size
    [1301218.171] **** VALIDATION FAILED *****
    [1301218.171] Validation Took 0.073946 seconds
    [1301218.625] **** Validating Prefetch Process *****
    [1301218.625] **** Validation Success *****
    [1301218.625] SetGlobalActionInfo

    CPU temps are low - <35, GPU temps stay under 60 (aggressive fan settings).

    Other games Anno 1404, WOW, CnC4, SC2 play fine with ultra quality settings.

    Playing tonight I got in about 5 turns in 1.5 hrs - it's pretty slow. RAM was sitting at around 1.9GB for the process the whole time. (DX9 mode).
    I tried loading that game in DX11 mode but it crashed within about 5s.

    Playing at 1920x1200@59, but have tried resolutions down to 1024x768, tried windowed, tried dropping quality settings, no help.
    Windowed did seem more stable, but not totally.
    DX9 seems more stable - I get the feeling I'm seeing a different crash. In DX11 mode, the crash always seemed to happen when panning from place to place. In DX9 mode it's less obvious what's happening.

  5. #5
    Join Date
    Feb 2010
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    "Fake" Virginia, USA
    Posts
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    To add some information (which I have to assume TechIan already knows):

    I've done some memory profiling on Civ V while playing huge maps (starting, stopping, loading, saving, reloading, etc). I've never seen anything to suggest that a memory leak is occurring.

    However, what I have seen is that Civ V uses a decent chunk of memory. It's not uncommon for even FPSes to reach 1GB of memory usage, and strategy games (especially those which track history) take up more. From my own records, simply starting a game with a huge map takes up ~1.3GB of real (private not virtual) memory.

    That is the amount used at the start of the game. As more cities, units, relationships, and history is built up during the game, it's going to need even more memory. I don't have numbers or turn counts to go with this, but I'm pretty certain I've seen Civ V's memory usage creep up to 2GB on my system. As you already know, that's going to be the cap for a 32-bit process.

    Now, why did it run fine for me, but not for you? I have no idea. My games have actually been pretty responsive (I don't get huge waits between turns, but I think I know why). Our systems are actually pretty similar. You've got Win7-64 Ultimate, I have Vista-64 Home Premium. You've got a Q6600 (right?) while I have its bigger brother the Q9450. The only big difference is the fact that my video card is much less capable (8800 GTS G92). I even run mine in DX11 mode.

    So... The memory amounts that you're seeing aren't out-of-line with what I've measured on my (working) system. So, I'm left grasping at other things: Mods? Background processes? It really does sound like a heat-throttling issue, but those temps are lower than mine (CPU: 50, GPU: 70 ... bet my system is quieter, though).

    (By the way: I'm a fellow developer)

  6. #6
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    Nov 2010
    Location
    Grand Rapids, MI
    Posts
    11
    Quote Originally Posted by slowtarget View Post
    To add some information (which I have to assume TechIan already knows):

    I've done some memory profiling on Civ V while playing huge maps (starting, stopping, loading, saving, reloading, etc). I've never seen anything to suggest that a memory leak is occurring.

    However, what I have seen is that Civ V uses a decent chunk of memory. It's not uncommon for even FPSes to reach 1GB of memory usage, and strategy games (especially those which track history) take up more. From my own records, simply starting a game with a huge map takes up ~1.3GB of real (private not virtual) memory.

    That is the amount used at the start of the game. As more cities, units, relationships, and history is built up during the game, it's going to need even more memory. I don't have numbers or turn counts to go with this, but I'm pretty certain I've seen Civ V's memory usage creep up to 2GB on my system. As you already know, that's going to be the cap for a 32-bit process.

    Now, why did it run fine for me, but not for you? I have no idea. My games have actually been pretty responsive (I don't get huge waits between turns, but I think I know why). Our systems are actually pretty similar. You've got Win7-64 Ultimate, I have Vista-64 Home Premium. You've got a Q6600 (right?) while I have its bigger brother the Q9450. The only big difference is the fact that my video card is much less capable (8800 GTS G92). I even run mine in DX11 mode.

    So... The memory amounts that you're seeing aren't out-of-line with what I've measured on my (working) system. So, I'm left grasping at other things: Mods? Background processes? It really does sound like a heat-throttling issue, but those temps are lower than mine (CPU: 50, GPU: 70 ... bet my system is quieter, though).

    (By the way: I'm a fellow developer)
    Do you get the lockups on huge maps after the turn limit?

    My game seems to run flawlessly, even at the later turns it takes about 20 seconds max to compute the AI turns. But sometimes out of the blue I get the dreaded "CTD no matter what I do" bug, albeit I only seem to get these when I turn off the time victory and run the game in quick mode. However I haven't had one problem yet (knock on wood) with any games I have played that ended before/on a time victory.

    IMHO, I shouldn't have to play the game in this mode just to prevent a lockup and having to scrap hours of game play. Hopefully next patch it will be fixed.

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