osu
osu copied to clipboard
[Memory leak] Long time running of the lazer will result in an increasing amount of memory that will not be released
Type
Performance
Bug description
After running the lazer for a long time, the memory will increase at a speed of approximately 600-700m/h and will not be released,
test method:
Lazer only has two mapset.
Turn on NF+DT+AUTO, then play the complete map with the video, and keep repeating this process
After running continuously for 2 hours, the trend of memory changes is shown in the figure.
I am testing under the windowed setting, and if using fullscreen, there will be slightly more memory, and the peak after 2 hours will be to 3G.
The same issue https://github.com/ppy/osu/issues/26192 Because I am unable to reopen old issue, so I am opening a new issue.
Memory dump file(2.35G) has been sent to [email protected].
Stable also has similar issues, but the Lazer has not experienced any crashes so far, it may cause other problems in the future.
Screenshots or videos
No response
Version
osu! 2023.1224.0-lazer
Logs
Please test without video, since you seem to be implying that it is video related but not directly stating that.
Please test without video, since you seem to be implying that it is video related but not directly stating that.
Yes, the cause may be similar to that stable, enabled video background will result in memory leak. This image is a test of disabled the video background and the memory changes after running for 1 hour. The memory at the beginning and end remains almost unchanged
Since you are on D3D renderer, probably a duplicate/extension of https://github.com/ppy/osu/issues/23258? If this can't be reproduced with LegacyGL then most likely it is.
It would make more sense to be honest, if the issue you reported is also specifically video not storyboards in general.
@EVAST9919 want to confirm with a beatmap that doesn't have video vs one that does and close your issue in favour of this one if that's the case?
Unfortunately I was talking about storyboards, and the issue can still be replicated. It looks like I musunderstood this one. In my case on D3D allocated VRAM is never freed even when using "Clear all caches" and when it overflows and goes to RAM, it can't be cleared as well (which is not the case on LegacyGL).
Regarding this one, I can replicate ram usage increase by playing maps with a video, however purging cache immediately helps.
Will likely be fixed in the next release by https://github.com/ppy/veldrid/pull/54