Game Development Community

BUG: Memory Leak

by Gonzo T. Clown · in Torque Game Engine Advanced · 06/06/2004 (3:31 am) · 12 replies

When I get to this section of the demo...

ubenhacked.kicks-ass.net/torque/tse/img.jpg

TSE begins to start eating memory and just keeps on eating and keeps on eating. Sometimes it bites off 100 KB's and sometimes it bits off 1000 KB's or more. The longer I let it sit, the bigger the consumption.

#1
06/06/2004 (4:34 am)
Lol Gonzo, you're on turbo today? :)

I'll check this out too, sounds like it could be why my hardware was acting so strange at the same scene.
#2
06/06/2004 (12:10 pm)
Wild! Any idea what's causing the leak?
#3
06/08/2004 (4:09 pm)
I've checked this out for a while and I'm not seeing any leak complaints from D3D, nor am I seeing the continual system memory loss that you are seeing Gonzo.

Can anyone else confirm?
#4
06/08/2004 (4:19 pm)
Strangely enough I AM seeing a HUGE random memory leak.
I cannot see the pic so I don't know what scene you are talking about, however my leak is occuring in the per vertex and per pixel shader portion.

I have

AMD 2200+ XP with 1 gig of DDR SDRAM
Windows XP Pro (no sp1 but otherwise fully patched)
ATI Radeon 9200 SE graphics card with latest drivers.

Compiled TSE with VS .NET 2002 however the Downloadable compiled demo does exhibit the same behavior, but with a different scenes.

I hope this helps track down the bug.
#5
06/09/2004 (6:28 am)
Sorry about that, you should be able to see it now.
#6
06/09/2004 (7:55 am)
Ok here's something else that may help...

I have multiple systems that I have the source code on.
All have roughly the same config the only major difference is the Dx9SDK.

On the system with Dx9Debug, I am getting the memory leak, with the regular Dx9 SDK I have yet to see any huge memory loss.

Could maybe be something with Dx9.
#7
06/09/2004 (11:36 am)
Hmm, could be that the debug stuff is allocating some logging structure or something.

If it only happens in debug, it's probably not a big issue.

Do you get any debug spew, though?
#8
06/10/2004 (6:55 pm)
I'm not seeing any spew from debug at all, but then again this is my first time seeing the Dx9Debug. It's running as a process on the system with the memory leak. Killing the process does not appear to stop the leak, but according to task manager and everything else I can compare the systems are soup to nuts, identical.

Also compiled and ran on our Nvidia equipped system, this time there was no memory leak but the frame rate was an unacceptable, 10fps.

The Nvidia system is an Asylum GeForce 5200 FX with 256 MB of ram, latest drivers, running in AGP 8x on an Asus A7V8X motherboard.
Athlon 2200+ XP
1 GIG of DDR 400.
Windows XP Pro fully patched.

The biggest difference that I could see other than the framerate was again in the PerVertex PerPixel refraction scene.

This scene on the ATI, the per pixel ball is blueish, while on the Nvidia system it appears to be Whitish but there does appear to be alot of turbulence, which makes me think the ATI card is rendering the scene incorrectly.

Could someone please confirm what that screen is supposed to look like, with either a screen shot or something?

Again I hope this helps.
#9
06/11/2004 (12:26 pm)
I ran another test today, I was running Retail D3D libs before, this time I made sure I was using the Debug libs. I'm still not seeing anything. I started the demo, waited 2 mintues, then pointed the camera down the hallway and let it sit for 5 min - no change in memory. I did the same thing outside, nothing but a flat line in the task manager.

What is Dx9Debug? It's running as a process? Is it an .exe? There is no such thing AFAIK. You might want to search your HD and figure out where it lives, it could be a trojan.

The Geforce FX 5200 is a really low end FX board and as you have discovered, does not run 2.0 shaders very speedy. Not much you can do about that except force it to run at 1.1 level which should be considerably faster.

If you look at the TSE product page, there is a screenshot of the blue sphere as it should look.
#10
06/11/2004 (1:39 pm)
Are you sure you're using the Summer Update DX9 on the Nvidia machine? I had that blue ball looking rather whitish as well when I was using the plain old DX9 SDK with my FireGL drivers. When I updated the SDK though to the Summer Update it turned the proper darker blue.
#11
06/11/2004 (8:52 pm)
My Apologies I meant DxDebugService.exe
#12
06/14/2004 (12:00 pm)
Ah, OK, it's probably just the shader debugger.