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Large designs unable to calculate volume

#4
Upon further experimentation, across multiple machines there seems to be a trend. Cache size appears to be a factor for maximum calculable volume.
My laptop on an i7-7300HQ has 6MB cache, compiles up to approximately 21M cubic meters without crashing.
My desktop with i7-6700k has 8MB cache, and compiles up to approximately 28M cubic meters, sometimes 29M if I try a few times.
Aa empire member's machine I was working with on this issue has an i7-10700F with 16MB of cache, and was able to get about 42M cubic meters, however they were also runnning an instance of the game at the same time.

Question. Is the process for calculating the volume of a craft/building using a recursive algorithm, and what kind of error reporting back to the program do you get if the CPU runs out of stack and or cache to spend on the process? On windows it seems to just lock up, or kick to primeval world if near the limit. From what I heard on discord linux will auto kill the process when it runs out of memory.

Does anyone else have CPUs with larger Caches to test with?
Been using cubes in the design studio for this so far, centered on the origin. Spheres seemed to perform worse.

Has anyone tried refreshing obstructions on a large ship on AMD machine yet? Maybe intel specific issue?
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RE: Large designs unable to calculate volume - by jakbruce2012 - 03-21-2022, 11:38 PM

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