NasimiAsl Posted August 6, 2016 Share Posted August 6, 2016 hi i use BJS 1.14.0 for melyon.ir that take 200 ~ 500 mb of ram when load complete when i just change that to BJS 2.x that take 3GB ram ? why i think that depended for texture stuff maybe Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 7, 2016 Author Share Posted August 7, 2016 no matter who care ram size Quote Link to comment Share on other sites More sharing options...
adam Posted August 7, 2016 Share Posted August 7, 2016 Sounds like you could be dealing with a similar issue: Quote Link to comment Share on other sites More sharing options...
adam Posted August 7, 2016 Share Posted August 7, 2016 On 8/6/2016 at 5:32 AM, NasimiAsl said: when i just change that to BJS 2.x Does this mean that you tried older versions of BJS 2.x and not just the latest? Quote Link to comment Share on other sites More sharing options...
Nabroski Posted August 7, 2016 Share Posted August 7, 2016 Also try to load BJS 2.x without sharers, will save 80% of memoryhttps://www.khronos.org/registry/webgl/conformance-suites/1.0.0/extra/out-of-memory.html Use DXT1 And then some image compression tools to strip the bits even more down Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 7, 2016 Author Share Posted August 7, 2016 27 minutes ago, Nabroski said: sharers tell me more @Nabroski i love learning (thanks) @adam i Use The 2.5 alpha and 2.4 both make same result i use the 1.14 it is the best result Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 7, 2016 Share Posted August 7, 2016 First, by RAM or memory I assume you are talking about CPU's not GPU, but tell me if I am wrong. Checking engine.createTexture creates textures 2 different ways: TGA & DDS using Tools.LoadFile Everything else using Tools.LoadImage I diff'ed the current version of LoadImage with a really old (no 1.4 tag found), and they both rely on CreateObjectURL. Can see no real change to account. Am wondering though, is this even needed on CPU? Might using TGA or DDS avoid this. Here is diff (might be a little wide) Quote Link to comment Share on other sites More sharing options...
Nabroski Posted August 7, 2016 Share Posted August 7, 2016 Their is not much to learn, switch to old hardware, and you start to feel, every cpu cycle you program My friends all drive porsches Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 7, 2016 Author Share Posted August 7, 2016 @JCPalmer i am not sure that depended for Texture but what we can have without texture? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 7, 2016 Share Posted August 7, 2016 @NasimiAsl, I meant is the RAM on the CPU for texture even needed once the texture is loaded to GPU? It seems to me the RAM overhead for textures should be very temporary. The CPU RAM is only needed to hold texture till can be sent to GPU. I was attempting to see what had changed. Quote Link to comment Share on other sites More sharing options...
thomasc Posted August 7, 2016 Share Posted August 7, 2016 Apparently I have the same issue : loading textures leads to an increase of the memory footprint of the browser, and the allocated memory remains there for quite some time (a few seconds) before being released, even if the texture has successfully been loaded. I was expecting that the RAM allocated on the CPU would be released immediately after texture loading. Apparently the behaviour depends on the browser used : the memory increase (relatively to the whole memory used) in not noticeable when using Edge, slightly noticeable with IE and Chrome, and extremely noticeable with Firefox. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 7, 2016 Author Share Posted August 7, 2016 we know this depend for texture let we calculate we know gpu use uncompress pic so i have 200 pic 1024x1024 px RGBA = 200*1024*1024*4 = 838'860'800 bytes = 838 mb i have less than 1024x1024 size but have 230 pix in melyon.ir when i use old version i have 500mb ~ 800mb when load with new version i watch i have 3G ~ 5G(some low graphic card) so what is that data i owerride 2.5 loadtexture with old version but nothing fixed i rewrite setTexture with standard Webgl setTextureUniform and shader , problem solved so what we have in new version that can be danger for next v you can't see that with small project and small textures test that with more than 200 mesh and larger than 512x512 you see double ram is taked some times more what happen when we want render in vr? when ram is overflow your loading take long time "something wrong we need find that " Quote Link to comment Share on other sites More sharing options...
Nabroski Posted August 8, 2016 Share Posted August 8, 2016 I just copied sametexure 6000px on 80 spheres and in looks so increadebel awesome i have to share i somewhere my playground runs at 200mb shortvideo 3sec, i dont know you to insert it directly into the post watermusic.mp4 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 8, 2016 Author Share Posted August 8, 2016 48 minutes ago, Nabroski said: I just copied sametexure 6000px on 80 spheres and in looks so increadebel awesome i have to share i somewhere my playground runs at 200mb shortvideo 3sec, i dont know you to insert it directly into the post watermusic.mp4 one 6000 px on 80 sphere you most test 80 different pix use this for(int i = 0;i<80;i++) mat.setTexture(new .. ( "/textures/m.jpg?rd"+i ) .. ); Quote Link to comment Share on other sites More sharing options...
Nabroski Posted August 8, 2016 Share Posted August 8, 2016 @NasimiAsl I tested much more then thishttp://babylonjs-playground.com/#TJTTT#0 Best EDIT minimal version, i leave it herehttp://babylonjs-playground.com/#TJTTT#1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted August 8, 2016 Author Share Posted August 8, 2016 36 minutes ago, Nabroski said: @NasimiAsl I tested much more then thishttp://babylonjs-playground.com/#TJTTT#0 Best that sample have 4 hdr pic that take more than 1 Gbyte Ram ( see taskmanager Not browser ) 4 pix 6000x2900 = 278400000 byte = 278 mb used ram : 4.6G(after) - 3.2G( befor) 1.4 G this step important in loading not after that Quote Link to comment Share on other sites More sharing options...
Nabroski Posted August 9, 2016 Share Posted August 9, 2016 No, sorry, 2Gb max at any time Quote Link to comment Share on other sites More sharing options...
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