That is the reality, my boy. Of course it would be nicer if that wasn’t the case. But I am personally way more concerned about the game itself and its performance than how much RAM it consumes. You can pretty much assume you’ve got infinite RAM unless you’re making Minecraft or something REALLY heavy.
It’s a small game, I can imagine having a normal game using 10x more RAM. There is clearly something wrong with my code, my hardware, my image format (maybe I should try the power of two) or something else.
I continue my tests with fresh project, dummy content on a different PC.
Your results do not mean everything takes 10x as much ram. Only that there is an additional overhead of… something.
One posibility is that the garbage collector on net6/x64 is more flexible in managing system memory.
Do a GC.Collect(), on each update and also after each Content.Load<>(). Check if that affected the allocated memory. (Do not keep those changes in production).
Run additional third applications that reserves a lot of memory and watch if your app returned the memory to the system.
What type of card do you have ?
Does it have dedicated vram or it’s embedded with shared system memory?
Normally, if those 900Mb are mostly textures & 3dmodels they will get loaded on the gpu.
On the cpu you will see only the intermediated buffers/pools that are used to load those assets.
GC.Collect() doesn’t change anything.
I use a GeForce GTX 850M, but I have to force windows to run the game on it. The defaut GPU is an Intel HD Graphics 4600.
If I force the GeForce the globale memory usage (shown in VS2022) drop from 1.1GB to 960MB.
Windows shows only 139MB, I suppose the memory “goes” in the nvidia dedicated memory…
Power of two image resolution doesn’t changes anything.
Today I tried on another laptop without dedicated GPU, results are more close between 32 / 64 bit builds.
Tomorow I try with a GT 1030 on another machine.
Just keeping traks of similare issues.
It looks like my game has allways been a bloatware but x86 build wasn’t showing it…
“assume you have infinite ram”
folks that are reading this, don’t listen to martenfur. if you haven’t figured it out by now, he’s kind of a troll. well, he’s not really a troll, it’s just that his mind has been so corrupted he can no longer form useful replies. so, when you discover one of his ‘contributions’ just remember that he probably has no idea what he’s talking about and it’s safe to ignore him.
marten, i hope you dont get conscripted to shoot rusty aks with steel ammo.
Did you fix your collisions finally?
Jokes aside, I’m still working on my issue.
I have upgraded monogame to last version and switched from .net core to .net 6.0
I tried a lot of combinations :
- Compressed asset vs uncompressed (seems to no longer apply with 3.8.1, asset disk size remains the same)
- GPU with dedictaed RAM vs GPU with shared RAM
- Target plateform in the project properties vs target platform in solution’s configurations
- 3 different hardware
- Forcing nvidia GPU intstead of onboard intel GPU
Result observed in visual studio is still the same :
- x86 : RAM usage decrease in a few seconds after image loading
- x64 : RAM usage reflect the uncompressed size of my images without decreasing
Garbage collector calls doesn’t change anything.
Now I’m going to load my asset “just in time”…
Here some (not good) news.
Basically my assets are fully loaded while displaying my logo splash screen.
To reduce the memory usage of my loaded assets, I have implemented an async loading for each screen, only for assets actually used. As result the async loading time is way longer for un smaler number of assets and the memory sparing is not significant.
I also try to figure out how image size affect loading time and mem usage to knwo if it’s better to have less but bigger images or more but smaller image. (PrivateMemorySize64 vs expected non compressed image W * H * 64 / 8) expressed in Bytes (Octet)
96 x 96
memory : 1613824 B expected : 73728 B
time : 00:00:00.3132904 ==> First loading, not significant
1281 x 250
memory : 5656576 B expected : 983808 B
time : 00:00:00.0086977 ==> Incredibly fast.
2030 x 1080
memory : 32468992 B expected : 1559040 B
time : 00:00:00.1155399
2047 x 3103
memory : 106393600 B
expected : 1572096 B
time : 00:00:00.2742769
Loading time highly depends on disk speed and appears not revelant compared to image dimensions.
I suspect a “buffet” effect… Memory usage seems crazy because each image use more than twice the expected size for a 64bit per pixel image.
I’m now going to tests multiple content manager to keep the most used UI element loaded and flush only the level elements.
As a desperate move, I sacrifice 10 mana points to try to summon @mrhelmut for help.
A few things to consider:
Graphical assets (textures, shaders…) are not loaded into .NET memory (beside a shared scratch buffer while loading but that should have a very minimal footprint) but into GPU vRAM. Loaded graphical assets are therefore not visible to the .NET profiler and not accounted in
The Task Manager shows the working memory, which is how much physical RAM is used by a process. This is the measure you seem to be looking for. Note that this excludes GPU vRAM usage but includes the .NET runtime itself (not just your program), so it’s normal that it’s bigger. Also: when running in debug mode attached to VS, this will be largely bloated by virtual hosts from the VS debugging environment. If you wish to know the proper measure, run your game in release mode detached from VS and look at the Task Manager. This is your RAM usage.
To know how much GPU vRAM is used… well, you can’t really know that per process. The Windows Task Manager provides some insights like the total GPU memory used (in the performance tab), and that’s pretty much all you can know (GPUs are “blind” and don’t know which process allocates memory). So if you need to know what your process uses, you’ll have to do the difference by yourself when starting/quitting your app.
PrivateMemorySize64returns the total physical memory used (including the .NET runtime itself, but excluding GPU vRAM) + the paging memory reserved for memory operations (the system always allocate more space to manage memory movements and this amount is affected by your program behavior; this is normal and in most case the system will free physical RAM and use HDD swaps if RAM usage starts being critical). The Visual Studio diagnostic tools returns this, and the debugging memory overhead. These measures are likely irrelevant here.
If you want to know what your .NET program really uses, the correct measure is
System.GC.GetTotalMemory(). This returns the amount of managed memory that your program currently uses (including garbage). This excludes the .NET runtime itself, eventual native memory (e.g. SDL, OpenAL…), and of course GPU vRAM. This is the single most important measure when developing .NET apps.
The .NET runtime reserves more memory than what your program uses so that it can handle more smoothly your program highs and lows (and handling the garbage/repacking of the memory). The amount of reserved memory can be huge if your program allocates a lot of temporary objects.
I don’t know if the x64 .NET runtime does anything differently from the x86 one, but it may be very possible that it has a different reservation strategy to handle 64bit alignment/repacking. If your RAM usage (in task manager) is stable, I wouldn’t worry much about that.
TL;DR: the memory that your .NET program uses is given by
System.GC.GetTotalMemory() and the physical RAM used (which includes the .NET runtime itself along with your program) is given by the Task Manager in release mode outside of VS. The other measures include stuff that you shouldn’t worry much about.
Hi MrHelmut !
Thank you very much for those explanations ! Seems the most successful thing I’ve done today is summoning you. Once again I owe you a beer + 10 mana points.
I tried GC.GetTotalMemory with a bunch of spritesheets with very different sizes.
size : w= 96 H= 96
expected 32bit RGBA : 36KB
taskmanager + 1.5MB
time : 124ms
px/ms : 74
size : w= 1281 H= 250
expected 32bit RGBA : 1250KB
taskmanager + 1.3MB
time : 60ms
px/ms : 5337
size : w= 2030 H= 1080
expected 32bit RGBA : 8564KB
taskmanager + 7.0MB
time : 106ms
px/ms : 20683
size : w= 2047 H= 3103
expected 32bit RGBA : 24811KB
taskmanager + 49.2MB
time : 235ms
px/ms : 27029
size : w= 1404 H= 247
expected 32bit RGBA : 1354KB
taskmanager + 7.5MB
time : 77ms
px/ms : 4503
size : w= 36 H= 36
expected 32bit RGBA : 5KB
taskmanager + 0.1MB
time : 59ms
px/ms : 21
size : w= 1019 H= 1709
expected 32bit RGBA : 6802KB
taskmanager + 7.6MB
time : 90ms
px/ms : 19349
size : w= 1630 H= 937
expected 32bit RGBA : 5966KB
taskmanager + 5.8MB
time : 84ms
px/ms : 18182
I don’t understand what happens with GetTotalMemory but running release build outside of VS gives me better understandable result. I also learned that the smalest the image is, the most it cost “per pixel” in loading time.
By the way, it looks like some image dimensions, cost more than expected, same for pictures bigger than 2048x2048 px. Do you know if power of two or square picture affect this ?
So here’s what I’m gonna try :
2048x2048 max images.
No more orphan small images
Maybe Square & power of two dimensions.
Again, textures are not loaded into .NET/CPU RAM and are not visible/counted anywhere. What you see is only the scratch buffer used to transfer them from RAM to the GPU (because there’s no direct line from disk to GPU, they have to be loaded to RAM first), not the texture itself (which resides in GPU vRAM and can’t be queried per process).
MonoGame doesn’t use one scratch buffer per texture, but a buffer pool to avoid garbage when loading content. This comes with a memory footprint which usually is as large as the largest asset you loaded at any point of time (e.g. if you loaded 1 GB worth of textures and the largest texture was 20 MB, then the buffer overhead will be 20 MB).
The default buffer pool size is 1 MB, so if you load only 128 KB textures, the overhead will still be 1 MB.
I think I understand now. So, since I’m using my laptop’s default GPU without dedicated RAM, the task manager’s memory usage seems like a decent source of information. (My Game don’t use the dedicated nvidia GPU by default)
This brings me back to my first observations: x86 build has different memory management than x64 and my game has always used a lot of memory. I just wasn’t aware.
Some people have told me that 1GB of RAM isn’t a big deal. It seems crazy for someone like me who played on hadware with 512 kB…
Yes… and no…
Yes because textures indeed technically go into the RAM when running an Intel IGP…
No because the Intel driver actually virtualize fake GPU vRAM and textures are not visible in the process information (but in dedicated “vRAM” just like a discret GPU; and that amount is removed from your PC RAM pool).
1GB isn’t necessarily a big deal, it depends on what you’re doing with it (but out of the blue it sure sounds like a lot; what typically takes a lot of CPU RAM are sound effects).
Ok, so basically my game is going to use 1 PetaBytes
Yes, but again. Who cares. Your RAM requirements, even with that extra gig will be waaaaay below the RAM modern computers have. Hell, even phones come with 8 gigs for some reason.
I should have stuck to my 640x480 8bit pixel art game idea.
Considering only modern computers isn’t representative of the actual player diversity. The reality is that there is a silent majority of potato hardware out there, even more when considering mobiles. For instance, if your game uses 1GB of RAM instead of 512MB, you’d close yourself out of 67% of the mobile market (based on google’s own device database). That’s 2 thirds of possible players that will never be able to play your game.
It’s not because our twitter echo chamber makes us believe that everyone has an RTX 3080 that everyone does. Steam hardware survey says that people with a 3080 or better are less than 2% of all players. While 50%+ of players have hardware that is at best equivalent to a GT 1030.
I’m not saying that you must optimize your games (early optimization can be counter-productive, unless that makes you have fun), but that you should at least be aware of how many players you’re missing so that you can make your decisions.
I’d say that, as long as you’re prototyping or not considering a commercial release, it’s likely best to not care about that. But if you ever switch to targeting a commercial release, you might want to do a safe check and assess if it’s worth spending some time on refactoring stuff.
And to be fair, making memory optimized games with C# isn’t trivial. It’s a language that is by-design very prone to allocations without you knowing about it. Writing memory-efficient C# involves quite the language knowledge and having a coding style that is counter-intuitive (and would likely make any teacher or enterprise dev scream). So don’t blame yourself for that.
My 2 cents to optimize your games:
- Try to only load textures/sounds that your current scene need, and unload assets when not required anymore.
- Try to pool objects that you create dynamically during gameplay to avoid garbage (e.g. particles, projectiles, enemies…).
- Try solving your design issues with something else than Texture2D.GetData().
- Try to stop using plain text files (xml/json) for your game data.
- Try to not use System.Linq.
- Try to not use the new keyword on classes inside your Update/Draw loops.