• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
CJ_COIMBRA

Memory consumption (SFML)

3 posts in this topic

Hi, there.

I am unable to reach SFML site for some reason I don't know so I'll ask it here, I know there are some SFML pros here too!

I am facing a memory issue here. My project is not that complex logic-wise, but it uses full HD image files (1920x1080 px) that are resized to the player's desktop resolution during runtime. It's taking around 450MB of RAM which I think is unacceptable (or I am wrong here?).

Recompiling and running the game with all my Resource Manager class constructor code commented drops the consumption to around 80 MB (because there are still some other classes that "ask" for resources from the resource manager without it being on his constructor). This value does not increase over time.

One thing I think it could help is that I use separated PNG files for each frame of every animation in the game. Is this an issue? If I change it for a single sprite sheet with all frames, will it save me considerable memory even with the size of the file obviously increased? I am asking this because I have a lot of animations so it's the strongest cause in my opinion and I would like some opinions before I start the tedious work (joining the frames of every animation).
0

Share this post


Link to post
Share on other sites
Ehh? I don't think that your problem is SFML, but it seems that you are using lot of images which naturally consumes lot of memory. A single full hd image(RGBA) is only ~8MB, therefore what are you doing ? You have sprite sheets, a lot of them ? It is a 2d game ? Have you considered, that a packed image file, which has just a few kbytes on the hdd, still could need several MB when unpacked in memory ?

So, tell us first, what images, and how many images do you use ? Is 450 mb the expected memory consumption or do you expect less ? Do you need help to compress your image data or find a bug , maybe a memory leak ? Edited by Ashaman73
0

Share this post


Link to post
Share on other sites
It's a 2D game. The full HD images are the backgrounds only and there are 4 of them (around 3MB each on disk), the frames of animations are of smaller dimensions but there are several of them (100+). Sorry, maybe all the info was unnecessary I actually only wanted to know if joining the frames into one single PNG will reduce the memory consumption.
0

Share this post


Link to post
Share on other sites
Size on disk doesn't map out well to size in ram. The images may be compressed, or not in the same color space. Also, if you end up using compression on the images at runtime (like say DXT) they will take up another amount altogether.

Taking compression out of the picture, putting all your PNGs into a bigger one will take about the same amount of memory as having them all separate. This technique is not done to save memory, it's done to save on texture and material changes at runtime.

At 32bpp, every pixel will take up 4 bytes of ram. Doesn't matter how many images they are spread across. 4 32x32 images and 1 64x64 image still equal 4096 pixels and 16384 bytes. You can use runtime texture compression formats to reduce your memory consumption however.

http://en.wikipedia.org/wiki/S3_Texture_Compression Edited by Daaark
2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0