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Random Access Memory. You can't preload entire level, even though most of it is cached.
Whenever u make a quick turn or enter some new room, next object textures load, since RAM
is much much faster than HDD, it processes the new info and you don't see any lag. If you
don't have enough RAM, some of stuff gets processed by HDD and it causes drop in FPS.
It's more than textures, but this way it makes sence.
RAM on the video card holds texture and object data for rendering, it keeps this data there in case it can be reused in the next frame, which in most cases it can be. But when you enter a new area the data in the video RAM is no longer relevant and is discarded for the new data that is being loaded. Like has already been mentioned, if you don't have enough system RAM to hold everything then the data is stored in Virtual Memory (on the hard drive).The hard drive is much slower than RAM so it takes a split second to load this data into the video RAM. I believe this also gets moved over to the system RAM as well and what data on the system RAM that hasn't been accessed for some time gets moved over to the virtual Memory.
All of this moving dataaround results in bad frame rates when moving around different areas and the screen pausing while entering a new room but performing very well in the same place. If you stand in an area and look in one direction and the FPS are rather high but you turn suddenly or enter a new area and the frames drop and then come back up to being stable, this is why.
Have fun.
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