Memory leak: RAM does not unload after simulation (battles, visiting cities, villages etc.)
How to Reproduce: Record ram usage while entering/exiting several battles, see media.
Media:
Applies to versions
Public: e1.0.5 - e1.0.10
Beta: e1.1.0
Alpha: n/a
Computer Specs
OS: Windows 7 ultimate SP1 (Issue confirmed on windows 10 as well)
GPU: GeForce GTX 970
CPU: AMD FX(tm)-8350 Eight-Core Processor 4.00 GHz
RAM: 16,0 GB
Motherboard: GA-990FXA-UD3 (rev. 3.0)
Storage Device (HDD/SSD): Both, Bannerlord is stored on a SSD
Conclusion: It should be quite clear at this point; the ram usage is increasing every time a scenario (battle, village, town, castle (tavern?) etc) is loaded but the RAM does not necessary decrease afterwards. Once all available RAM is used up other applications gets affected and some ram gets moved into the "swap file" or virtual RAM which greatly decreases overall performance for all applications moved here. This isn't a huge deal in of itself right now, the game slows downs a bit from time to time/stutters but nothing worse than that. Other applications running in the background gets less priority by the OS once ram gets sparse so alt+tabbing to other things while running the game is a no go, it takes about 30 seconds to 1 minute before you get any response from whatever you tabbed to. This is also quite noticeable for some time after the game has been closed.
Thanks to AgentX2006 who looked into Ram usage with a 3:rd party application and confirmed my conclusions:
How to Reproduce: Record ram usage while entering/exiting several battles, see media.
Media:
Applies to versions
Public: e1.0.5 - e1.0.10
Beta: e1.1.0
Alpha: n/a
Computer Specs
OS: Windows 7 ultimate SP1 (Issue confirmed on windows 10 as well)
GPU: GeForce GTX 970
CPU: AMD FX(tm)-8350 Eight-Core Processor 4.00 GHz
RAM: 16,0 GB
Motherboard: GA-990FXA-UD3 (rev. 3.0)
Storage Device (HDD/SSD): Both, Bannerlord is stored on a SSD
Conclusion: It should be quite clear at this point; the ram usage is increasing every time a scenario (battle, village, town, castle (tavern?) etc) is loaded but the RAM does not necessary decrease afterwards. Once all available RAM is used up other applications gets affected and some ram gets moved into the "swap file" or virtual RAM which greatly decreases overall performance for all applications moved here. This isn't a huge deal in of itself right now, the game slows downs a bit from time to time/stutters but nothing worse than that. Other applications running in the background gets less priority by the OS once ram gets sparse so alt+tabbing to other things while running the game is a no go, it takes about 30 seconds to 1 minute before you get any response from whatever you tabbed to. This is also quite noticeable for some time after the game has been closed.
Thanks to AgentX2006 who looked into Ram usage with a 3:rd party application and confirmed my conclusions:
Yeah I used RAMMap to take a look and see what all was being cached in RAM and it's basically everything. I think it's being loaded in such a way that windows doesn't know it's OK to unload it. The longer the game is running and the more assets it calls on and loads in the worse it gets. I have 16GB of RAM and the game has used up all of it on me (commit size of 12GB). This forces the normal OS stuff that is cached in there on standby into the pagefile on your HDD which is way way way slower than RAM which is why the whole computer bogs down and runs like garbage even after the game is closed. Once you start doing other things it starts moving it from the pagefile back into RAM but that takes a few minutes.
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