Memory problems and mod related GREED

Started by Madman666, January 03, 2018, 06:14:36 PM

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Madman666

#60
Why not? It won't take much time to setup, won't take a lot of space and performance for RW is way better on Linux builds compared to Win 10. If you're prepared to have to setup a dual boot that is, because virtual machines proved to be too limiting performance-wise. Linux has a couple quirks, but near to nothing you can't solve with some googling.

Some mods that worked fine on windows probably might refuse to work properly though (Hygiene overlay problems, which has a solution) or won't work completely (Run And Gun is a good example and the only thing I couldn't solve even with the help of Almighty Search Machine Gods). I'll gladly make do without one mod for the sake of sticking 100 more and not having memory crashes each 30 minutes.

If I had to name one slight disadvantage over Windows, its that mod authors mostly won't be helping much if you report something doesn't work on Linux properly, since I assume most of them sit on Windows and won't go for installing another OS just for the sake of solving it. I won't  say its true for everyone though, I've seen some incredibly dedicated modders here.

kurosushi

Installed Linux Mint 18.3

Kinda had to do some extra stuff just to get it working, but nothing too difficult.

RimWorld definitely loads faster on Linux, so do the mods loading, initializing, World 100% Generation, and 400x400 generation.

It's fantastic. I am excited.

notfood


Bozobub

I'm glad you guys are enjoying Mint; it has a decent rep, which is exactly why I suggested it in the 1st place, but I couldn't be *sure* (I don't actually use Linux very often ;D).
Thanks, belgord!

Madman666

Quote from: Bozobub on January 22, 2018, 03:20:43 AM
I'm glad you guys are enjoying Mint; it has a decent rep, which is exactly why I suggested it in the 1st place, but I couldn't be *sure* (I don't actually use Linux very often ;D).

Yep, I really like Mint so far, a really neat and simple distro. Thanks for a recommend.

Quote from: kurosushi on January 21, 2018, 08:36:41 AM
Installed Linux Mint 18.3

Kinda had to do some extra stuff just to get it working, but nothing too difficult.

RimWorld definitely loads faster on Linux, so do the mods loading, initializing, World 100% Generation, and 400x400 generation.

It's fantastic. I am excited.

Glad it worked out for you as well!) RW really works at its best in Linux. I hope with further polish it will also do so in Windows eventually.

Harry_Dicks

#65
Quote from: Madman666 on January 22, 2018, 03:48:13 AM
Glad it worked out for you as well!) RW really works at its best in Linux. I hope with further polish it will also do so in Windows eventually.

Tynan said recently that they were able to get a mod's load time from I believe 90 to 50 seconds. So hopefully they keep progressing with this into the future. It would be really great if they could equally improve performance, but I don't think those kinda numbers would be realistic? Not sure.

Either way, good things are still coming our way in the future. Too bad Windows will always have it's RAM issue. Oh well, still need to get on this Linux train myself ::)

PS I think the mod they got to load faster was Combat Extended.

Madman666

Quote from: Harry_Dicks on January 23, 2018, 06:59:13 PM
Tynan said recently that they were able to get a mod's load time from I believe 90 to 50 seconds. So hopefully they keep progressing with this into the future. It would be really great if they could equally improve performance, but I don't think those kinda numbers would be realistic? Not sure.

Either way, good things are still coming our way in the future. Too bad Windows will always have it's RAM issue. Oh well, still need to get on this Linux train myself ::)

PS I think the mod they got to load faster was Combat Extended.

Yes I seen that Tynan's post. Right now mod loading times are second most annoying issue after memory crashes, so it'll be amazing. Also I do still hope that once Tynan stops adding content he'll have enough time for a massive rewrite of the code to newer Unity engine that supports 64 bit for Windows version. Honestly that'll solve memory issues immediately (provided it won't add new issues, how it tend to be with new alphas\betas). So there is still hope that memory issue on Windows will eventually be gone.

BlackSmokeDMax

Quote from: Madman666 on January 24, 2018, 12:58:03 AM
Quote from: Harry_Dicks on January 23, 2018, 06:59:13 PM
Tynan said recently that they were able to get a mod's load time from I believe 90 to 50 seconds. So hopefully they keep progressing with this into the future. It would be really great if they could equally improve performance, but I don't think those kinda numbers would be realistic? Not sure.

Either way, good things are still coming our way in the future. Too bad Windows will always have it's RAM issue. Oh well, still need to get on this Linux train myself ::)

PS I think the mod they got to load faster was Combat Extended.

Yes I seen that Tynan's post. Right now mod loading times are second most annoying issue after memory crashes, so it'll be amazing. Also I do still hope that once Tynan stops adding content he'll have enough time for a massive rewrite of the code to newer Unity engine that supports 64 bit for Windows version. Honestly that'll solve memory issues immediately (provided it won't add new issues, how it tend to be with new alphas\betas). So there is still hope that memory issue on Windows will eventually be gone.

If he's already generating Linux in 64 bit, doesn't it stand to reason he could generate Windows in 64 bit as well now?

Seems more likely he just didn't want upkeep on both 32 bit and 64 bit for windows during development.

Madman666

Quote from: BlackSmokeDMax on January 24, 2018, 12:10:11 PM
If he's already generating Linux in 64 bit, doesn't it stand to reason he could generate Windows in 64 bit as well now?

Seems more likely he just didn't want upkeep on both 32 bit and 64 bit for windows during development.

No it doesn't. Its a totally different architecture, I can't say I am really well informed in those programming and OS shenanigans, but reading through Tynan's posts regarding 64 bit and multicore support it seems that it MUCH harder to adapt 32-bit RW on windows to 64 bit, than on Linux. Rimworld uses outdated (?) Unity engine, that doesn't support 64 bit and adapting it to use newer Unity versions apparently poses a crapton of problems. Also Linux 64 bit version was there for quite a while now, it wasn't added recently. So unfortunately I doubt it will happen any time soon. I just hope it happens at some point in the future.

Harry_Dicks

Quote from: BlackSmokeDMax on January 24, 2018, 12:10:11 PM
If he's already generating Linux in 64 bit, doesn't it stand to reason he could generate Windows in 64 bit as well now?

Seems more likely he just didn't want upkeep on both 32 bit and 64 bit for windows during development.

I think that has nothing at all to do with it, and Madman is right. It's not like just flipping a switch, I think he would have to really rebuild a lot of stuff. And why do that as he is prepping for 1.0. That kinda stuff will maybe happen further down the line, if ever at all. I was under the assumption (which could be entirely wrong) that Win64bit was in the same ball park as Z levels and multiplayer - don't plan on it.

Bozobub

Updating to a newer version of Unity is often NOT trivial.  SPAZ 2 had similar problems, for example, and had to drop their entire multiplayer mode due to changes in the Unity netcode :-[.
Thanks, belgord!

Snafu_RW

FWIW (for non-programmers out there) 64bit does not automatically equate to multicore. 32bit->64bit conversion is relatively trivial provided the base engine supports it, but single->multicore is a lot harder (hence DF adaption from 32->64bit but not supporting multicore, as it would require pretty much a complete code rewrite, as Toady said)

64bit would fix most memory issues, but multicore would fix the lag issues present in most sessions (vanilla & modded). I know which I'd prioritise, but I'm not a DEV & Tynan has already said he's pretty much closing major code changes with v1.0 :(

If the game continues developing towards v2.0 that's when I'd expect multicore support
Dom 8-)

BlackSmokeDMax

Quote from: Madman666 on January 24, 2018, 02:35:51 PM
Quote from: BlackSmokeDMax on January 24, 2018, 12:10:11 PM
If he's already generating Linux in 64 bit, doesn't it stand to reason he could generate Windows in 64 bit as well now?

Seems more likely he just didn't want upkeep on both 32 bit and 64 bit for windows during development.

No it doesn't. Its a totally different architecture, I can't say I am really well informed in those programming and OS shenanigans, but reading through Tynan's posts regarding 64 bit and multicore support it seems that it MUCH harder to adapt 32-bit RW on windows to 64 bit, than on Linux. Rimworld uses outdated (?) Unity engine, that doesn't support 64 bit and adapting it to use newer Unity versions apparently poses a crapton of problems. Also Linux 64 bit version was there for quite a while now, it wasn't added recently. So unfortunately I doubt it will happen any time soon. I just hope it happens at some point in the future.

Looking at some posts on Unity website like this one makes it appear creating 64 build unity for windows is nothing new at all. This post was from 2012 and there was already an option to select Windows 64 bit build back then.

https://answers.unity.com/questions/205435/can-i-make-a-64-bit-game-in-unity.html

Like Snafu mentioned, I believe coding for multi-cores is the thing that would cause real trouble. Of course that is not to say there won't possibly be tweaks/changes needed generating 64 bit instead of 32 bit. I thought *part* of the whole idea behind using unity was ease of use of compiling code for different platforms. And again, not to say there wouldn't possibly have to be changes for the different builds. But I wouldn't expect them all to be complete re-writes.

I think everything we are doing seems to be speculation. I'd be interested in hearing from someone who has actually done some compiles with unity on the subject. Perhaps some of you have, and just haven't mentioned that?

Madman666

Must say, over a couple weeks i've been using Linux, it steadily grows into my preferred gaming platform. Not every game has a version for Linux, but some that have not only work fine, but seem to have way better performance compared to Windows. I can't thank @notfood enough for recommending it to me. I'd still like to eventually get a 64 bit Windows version of RW, but I think not getting it may not be as much of an apocalypsis for me now.

BlackSmokeDMax

Quote from: Madman666 on January 26, 2018, 02:02:44 PM
Must say, over a couple weeks i've been using Linux, it steadily grows into my preferred gaming platform. Not every game has a version for Linux, but some that have not only work fine, but seem to have way better performance compared to Windows. I can't thank @notfood enough for recommending it to me. I'd still like to eventually get a 64 bit Windows version of RW, but I think not getting it may not be as much of an apocalypsis for me now.

How much of a hassle was getting RW to run on Linux? I see a bunch of things on the Steam forums somewhat regularly with people having issues. But I wonder how much of that is not even trying to figure things out, and how much are actual problems.

I already have an older ubuntu on an extra partition on my basement computer, and a spare drive on my main computer where I may try Mint next. Unless there is something better to try??