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I noticed In my game, every few seconds there was a little lag spike. I first investigated the GC by making a label that displays
"GC: " + GC.GetTotalMemory(false);
I could see it rising and falling very quickly, leading me to believe there is a GC issue. I tested neoforce controls the same way and found that it does the same thing.
Could it be possible there is a bug where objects are being created to fast or not being disposed?
The text was updated successfully, but these errors were encountered:
XNA has leaks on its own, and its quite normal for little lag spikes, due to the way XNA does its updating loop. It becomes less apparent as your game becomes larger.
Are you getting the same issue with the Central Application?
Even with a quite large game I have, it is noticeable. I did a little experiment today using the XNA Platformer starter kit, without neoforce GC.GetTotalMemory(false) would start at about 3,900,000 and start climbing, very, very slowly. With Neoforce it started around the 4-5m range, although I would expect that since it obviously needs more memory, however, the memory then goes skyrocketing to 8m, and repeats as soon as the GC is collected.
I noticed In my game, every few seconds there was a little lag spike. I first investigated the GC by making a label that displays
I could see it rising and falling very quickly, leading me to believe there is a GC issue. I tested neoforce controls the same way and found that it does the same thing.
Could it be possible there is a bug where objects are being created to fast or not being disposed?
The text was updated successfully, but these errors were encountered: