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Console issue obviously memory leak?

Rex-Umbra
Rex-Umbra
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My theory is we have a memory leak most likely associated with quest completed. Similar to the long load screens after Imperial City, my reasoning is it doesn't affect all my characters just my end game characters. I can play an alt character fine zero issues then log on my main and wait 5 minutes for NPCs to load at the exact spot my alt was having zero issues.
Xbox GT: Rex Umbrah
GM of IMPERIUM since 2015.
  • Ex_Draconis
    Ex_Draconis
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    Rex-Umbra wrote: »
    My theory is we have a memory leak most likely associated with quest completed. Similar to the long load screens after Imperial City, my reasoning is it doesn't affect all my characters just my end game characters. I can play an alt character fine zero issues then log on my main and wait 5 minutes for NPCs to load at the exact spot my alt was having zero issues.

    I noticed this also.
    By forge and fire we prep for war
    With war in our eyes we're ready to die
    With death in hand we bear our blades
    By Stendarr's blade we will settle the score
  • bebynnag
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    Yep my 'completionist' character is deffinatley suffering more than my others, but as someone who has done most skill point quests on all my alts im suffering across the board! :'(
  • ScottK1994
    ScottK1994
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    I don't know about that memory leak(I'm not educated in those topics) but I can confirm that low level characters are less buggy
  • TX11
    TX11
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    this is exactly my issue too. my alts do not have the issues that my main has.
  • yodased
    yodased
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    ScottK1994 wrote: »
    I don't know about that memory leak(I'm not educated in those topics) but I can confirm that low level characters are less buggy

    The more items needed to be run through loops, the more the stack of memory gets added to.

    If you are checking say 200 variables with a low level char, nbd, but you get to cp160 and you are running 2,000. Basically the memory pool gets overflowed, causing wonky behavior.

    Stack overflow is one of the worst possible errors to identify because it literally could be one micro check of one variable that is recursive
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • ScottK1994
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    And what about the portion of players that don't have these issues. Are they simply lucky?
  • yodased
    yodased
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    ScottK1994 wrote: »
    And what about the portion of players that don't have these issues. Are they simply lucky?

    not lucky, just haven't run into the subroutine which is recursive or haven't entered into the loop that is broken.

    Basically there is an instruction somewhere that tells itself to check itself against itself, and if itself is = to itself, do something, which literally overruns the buffer for memory and causes everything to halt.

    You can kill this by removing all stored variables from your system, probably, but if you enter into that loop again, its just a matter of time.

    This is completely a guess, an educated one, but a guess none the less.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Shadowstep2003
    Shadowstep2003
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    This is probably why it's taking so long to fix, because the majority of players in this game are casual and probably aren't experiencing it. Must not be high priority
  • LordSock
    LordSock
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    while nothing is happening run donothing

    donothing
    {
    nothing is happening
    }
  • yodased
    yodased
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    LordSock wrote: »
    while nothing is happening run donothing

    donothing
    {
    nothing is happening
    }

    recursion! lol, this pseudo code is a great example of recursive errors.

    You see, you will never get an error trap here, good IDE's will warn you sometimes depending on their setup, but this is technically a valid loop,

    it just never ends
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
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