WORLD COMPOSITION Retains Ram Load Even After Tiles Have Been Unloaded. Can I get some help?

No, I don’t think thats how it is supposed to work, I’m almost positive.

Assuming I’m right, though I"ve not been able to use it yet, given I have no qualifying terrain ( working on it now), the memory used would likely be , whatever size the terrain is, + objects + textures , lights you name it, that you have on those segments, in addition to however many ‘segments’ are loaded , surrounding the player, ie: paged terrain , which is what this does.

Are you manually doing this as opposed to letting the paged terrain class take care of it , if so why, just wondering.

It sounds like a memory leak to me but then I’ve not used it enough to say, sorry.

I suspect it is, or you’ve done something maually wrong.

The engine is supposed to take care of this automagically.

The idea of paging terrain is to make HUGE landscapes and manage memory/cpu usage by unload/loading, as you know, terrain segments.

It should not increase over time ( unless some zones are MUCH larger/have more content), but someone more knowledgable than me shall have to weigh in. You should see some consistency, say with zones that have large objects , vs ones that are mainly just plains of grass, etc. Thats the idea anyway.

Good luck with it.
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