Warcraft III however is still 32bit, so the extra virtual memory space being used by the CASC system might have caused some maps to pass the 2GB threshold and so crash. They could literally memory map the entire StarCraft II CASC data files using ~40GB of virtual memory space and the game still would not crash. ![]() This is no problem for modern Blizzard games as they are only available, or at least will be very soon, in 64bit builds. ![]() I would not be surprised if CASC works by memory mapping files. I suspect the main reason it is now a problem is because of CASC. Many TDs and RPGs do this because they try to add as much variation to the gameplay as possible so use most models available in Warcraft III. Warcraft III would pass 1GB if you literally loaded every single model and texture that it has. Click to expand.Game state uses very little memory, a couple of megabytes at most.
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