If it's simply impossible to increase the limitation, I think a feature where we could define addon "profiles" to enable/disable groups of addons would be very helpful.
For example, when I'm in trials I want several combat alerts. When out of trials I might like a different set that help enhance my overland maps, or help with crafting.
200MB doesn't seem unreasonable, but at the very least it would be good to see PS5 Pro users - given it has (slightly) more memory than standard PS5 say 150MB.
Mine is hovering around 70MB constantly, so repeated warnings, but never actually going into an error state. Wasn;t so much of an issue when first released as there weren't may addons worth having but now there's a fair few (and likely to continue to increase) it would be good to see this addressed.
I Remember reading on the forums, from devs, at least a couple of times, that the console memory limit for add-ons has already been increased to 200MB.
Sorry, I'm not researching where I read it XD but I don't pretend you blindly trust me.
DenverRalphy wrote: »I Remember reading on the forums, from devs, at least a couple of times, that the console memory limit for add-ons has already been increased to 200MB.
Sorry, I'm not researching where I read it XD but I don't pretend you blindly trust me.
The drive/installation storage was increased from 100 to 200. OP is inquiring about memory usage.
DenverRalphy wrote: »
I'd rather they just changed the threshold to 90% instead of 70%. In my opinion, a 30% buffer is a bit much. It's nearly 1/3rd of the allocation.
That and improve the system's garbage collection. Even with the more competently designed addons, you can sit and watch the memory usage tick up rather steadily. Even while standing still, doing absolutely nothing, no controller inputs.
DenverRalphy wrote: »Even with the more competently designed addons, you can sit and watch the memory usage tick up rather steadily. Even while standing still, doing absolutely nothing, no controller inputs.
And as I replied to the OP when they complained about this on Discord, you can do A LOT with 100MB, if that memory were to be used wisely. A lot of addon authors--esp. the ones who use AI--don't really think about performance and footprint, and that's the problem. I'd rather that people give a damn about the quality of their code than raising limits to sweep problems under the rug.DenverRalphy wrote: »Even with the more competently designed addons, you can sit and watch the memory usage tick up rather steadily. Even while standing still, doing absolutely nothing, no controller inputs.
DenverRalphy wrote: »And as I replied to the OP when they complained about this on Discord, you can do A LOT with 100MB, if that memory were to be used wisely. A lot of addon authors--esp. the ones who use AI--don't really think about performance and footprint, and that's the problem. I'd rather that people give a damn about the quality of their code than raising limits to sweep problems under the rug.DenverRalphy wrote: »Even with the more competently designed addons, you can sit and watch the memory usage tick up rather steadily. Even while standing still, doing absolutely nothing, no controller inputs.
I agree that 100MB is plenty. I just find it odd that we get the UI warning at 70% usage when 85%-90% would suffice. And it can trigger even while in combat, with the /reloadui option being tied to a commonly used button while in combat. Suddenly triggering /reloadui mid combat while in a Dungeon/Trial is not pleasant.
I suppose I'm gonna make a few more passes through my installed addons and see which have growing footprints while stationary or very little inputs. I'm beginning to realize it's probably not one or two causing a noticeable increase, but rather multiple that are stacking minor increased usage.
FWIW, back when I was first porting Crutch to console, I did many tests in real content while fixing memory leaks. Crutch + Code's Combat Alerts + LibGroupBroadcast + other dependencies stayed constant at ~10MB throughout 2 hours of Bahsei wipes trial progression. I'd go out on a limb to say that it's somewhat competently designed ;DI have since uninstalled Permanent Memento, sadly, but I "can't live" without Cinematic Dialog... And the issue can still happen where I get a page full of errors and I'm forced to reload UI.
Btw, I have just around 10 add-ons installed (+libraries) - I don't even have things like crutch alerts for Trials because I think things would get worse.
FWIW, back when I was first porting Crutch to console, I did many tests in real content while fixing memory leaks. Crutch + Code's Combat Alerts + LibGroupBroadcast + other dependencies stayed constant at ~10MB throughout 2 hours of Bahsei wipes trial progression. I'd go out on a limb to say that it's somewhat competently designed ;DI have since uninstalled Permanent Memento, sadly, but I "can't live" without Cinematic Dialog... And the issue can still happen where I get a page full of errors and I'm forced to reload UI.
Btw, I have just around 10 add-ons installed (+libraries) - I don't even have things like crutch alerts for Trials because I think things would get worse.
It's been a while since I did a real test on console flow, but just now, Crutch is steady at 5.33MB over the baseline while doing nothing. Memory usage should go up some in combat, but really not that much because combat addons are just reacting to events and not retaining much data. Or at least, they shouldn't be; I can't speak for ones other than CCA and Crutch. And the little data that is retained is cleaned up after combat ends, upon loadscreen, or exiting the zone.
Won't comment too much on Permanent Memento, but it contains a "memory cleaner," which, as established above, is unnecessary overhead. And if one feels the need to include a "memory cleaner" in an addon that is supposed to do a pretty simple thing... well.
FWIW, back when I was first porting Crutch to console, I did many tests in real content while fixing memory leaks.
ToddIngram wrote: »Or you could play on PC and never have a memory issue and the game will run better and have unlimited add on availability.
When people choose to play on game boxes they choose to accept the limitations of those devices.