replace chunk allocator with page and pool allocators - #73
Conversation
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@pythonlover02 I'm going to try this out on Tyranny and Trails and will report back if I notice anything. |
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Stellar work on this! All the cutscenes from SC that I tested play as intended, with memory usage stable. This means that Glorious Arrives and friends are finally fixed and playing at the same speed as on Windows to boot, with no crashes. |
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gotta test on Cris Tales tomorrow |
those are excellent news :). took me a while and some hit and miss to port/adapt the upstream code into sarek, but glad it works. one note tough its that memory defrag isn't supported yet, but it looks like the lack of it wasn't the issue on the first place like i tough. it will probably be done on a later backport, as it needs way more changes on the codebase than this. |
draft, replaces the old chunk allocator with upstreams page and pool
allocators. should stop memory from creeping up over long sessions and
after level transitions or menu cycling.
if you were hitting oom crashes please give this a try and let me know
if it helps. DXVK_HUD=memory is useful here, the allocated number should
stay flat instead of climbing.
@Nemris
@iWisp360
#61
#47
CachyOS/proton-cachyos#250
working artifact: artifact