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MemoryLeakFix #793

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cochcoder opened this issue Jan 6, 2024 · 5 comments
Open

MemoryLeakFix #793

cochcoder opened this issue Jan 6, 2024 · 5 comments
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feedback/testers wanted Issues that could use more feedback from the users mod New Fabric mod to include

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@cochcoder
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CurseForge link

No longer mantans on CurseForge

CurseForge Mod Distribution

Allowed

Modrinth link

https://modrinth.com/mod/memoryleakfix

Source/other link

https://github.com/FxMorin/MemoryLeakFix

Mod file size

49.34 KB

License

(any other license)

What it does

This mod applies various fixes to stop memory leaks.

Why should it be in the modpack

This mod allows memory usage to stay low and not get any higher than it should be.

Why shouldn't it be in the modpack

Not available on CurseForge.

Additional details

No response

@cochcoder cochcoder added the mod New Fabric mod to include label Jan 6, 2024
@Madis0 Madis0 changed the title Mod Request: MemoryLeakFix MemoryLeakFix Jan 14, 2024
@Madis0
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Madis0 commented Jan 14, 2024

Huh, didn't notice that suggestion earlier.

Anyway, MemoryLeakFix used to be in FO and got removed when it stopped being compatible. Now it is available again, but I am skeptical that it actually benefits much (compared to ModernFix and FerriteCore), and I've heard of potential incompatibilities with some other (non-FO) mods.

So, I decided not to reinclude the mod unless someone requests it (you) and provides good arguments on why I should reintroduce the mod.

@Madis0 Madis0 added the feedback/testers wanted Issues that could use more feedback from the users label Jan 14, 2024
@cochcoder
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cochcoder commented Jan 15, 2024

Outside of the current and future memory leaks that this mod will fix, I have also noticed that it increases memory utilization by 30%. While this may seem backwards, it does hold some benefits. Such as making areas that render thousands of entities feel more responsive and smoother, as well as improving chunk loading. Before I would be able to fly into unloaded chunks and it wouldn't be able to keep up with me, after the mod was added there would always be one or two chunks ahead of me. On top of this, the frame rate was more stable/smooth as I was loading and unloading chunks with and without buildings. I'd like to note that throughout of all of this I never went past 55% memory utilization of 4GB while before it never went above 25% ululation.

Summarization:

  - Memory utilization up to 55% rather than 25% when using 4GB of ram
  - Faster chuck loading
  - More responsive in high entity areas
  - More stable/smooth frame rate *smooth as in the frame rate would decrease without too much jitter/jumps

@Madis0
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Madis0 commented Jan 15, 2024

Indeed it does seem backwards, as 3 of your mentioned things are to be done through other mods, that take the goal of using less RAM for the same purpose, such as ModernFix. Additionally, the dev himself said he doesn't have much time to fix bugs/work on this mod at the moment.

@cochcoder
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Indeed it does seem backwards, as 3 of your mentioned things are to be done through other mods, that take the goal of using less RAM for the same purpose, such as ModernFix.

Yes, but you can't deny that this mod makes complex chunks (chunks that have large amount of entities, redstone machines, and complex builds) and loading chunks a lot more responsive at the cost of using up to 2.2GB rather than 1GB.

Additionally, the dev himself said he doesn't have much time to fix bugs/work on this mod at the moment.

In my past experience with this mod there would rarely have any issues apart from not always being available for the newest version of MC due to the slow update cycles.

@Sir-Crazynut
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I don't have quite the technical description of how well the mod works, but I install it myself next to FO and loads of other mods and I have never had any problems with incompatibilities (having only used the 1.20.4 beta), while having noticed the same smoothness with chunks loading. I have particularly noticed faster loading times for new world/chunk generation with MemoryLeakFix

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