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Large address aware has been enabled allowing the client to use up to 3GB of memory on some machines
No it will not increase performance at all. It will prevent Warcraft III from crashing when it hits 2GB of virtual memory allocated when running on 64bit Windows OS by deferring the crash until around 4GB of virtual memory space is used. Warcraft III might still crash when it hits 2GB of virtual memory allocated when running on 32bit OS but it might also run until at most 3GB when it will certainly crash.so this change could offer some performance increases
When built with large address aware they can use up to 4GB of RAM as described in the above link.I hear 32 bit apps can use 4GB RAM on a 64 bit OS.
The above link explains. Technically on 32bit OS, which Warcraft III still supports, it will be limited up to (but possibly less) 3GB. On 64bit OS it should be limited to 4GB unless something reserves part of that range.Why did they stop at 3GB?
No it will not increase performance at all. It will prevent Warcraft III from crashing when it hits 2GB...
@Radicool: maybe you will want to add this page to your favorites:[...] I hear 32 bit apps can use 4GB RAM on a 64 bit OS. Why did they stop at 3GB?
Source: Chat Question: Memory Limits for 32-bit and 64-bit processes
Because such a feature is not useful at the moment. It is also annoying because one may accidently start two clients when not intending to.JUST WHY
Game state uses very little memory, a couple of megabytes at most. That is if there are no leaks...Makes sense. I can't comment if the Legion TD I played hit 2GB because of memory leaks or if it simply needed lots of memory to function. It never crashed though, interestingly enough. Maybe it was "just" sitting under the crash limit? Off memory, my games need roughly about 150-300MB to run but then again, they're not overly large in size, object or variable counts.
Be aware that such high frame rate does nothing more than waste power. I strongly recommend capping it around your display refresh rate.Don't recall ever seeing the FPS counter go above 64.0.
Actually to quote what Kam wrote on discord when responding to TriggerHappy...>> calling a feature not useful
must be JAVA dev right here
That feature will come in time
I suggest testing if that is the case on the PTR. It might be that Warcraft III is inherently using more virtual memory space now so all this does is slap a bandage on it until a 64bit build is ready.At long last, no longer 2 gb limit thanks blizzard that now players can enjoy our mod with custom maps! (yeah still they might crash but still this is something I was crying for alot)
Like you'd be able to play on the same b.net account via teamviewer...Because such a feature is not useful at the moment. It is also annoying because one may accidently start two clients when not intending to.
It worked on lordaeron: the foremath for quite abit it was laggy and crashed at a point but I tried at a bad pc so that is something, ram usage was 2.8 gb so I can kinda say mod is 'safe' nowI suggest testing if that is the case on the PTR. It might be that Warcraft III is inherently using more virtual memory space now so all this does is slap a bandage on it until a 64bit build is ready.
Basically it is a useful feature if implemented properly. However it was not implemented properly in 1.30 hence was removed. One of the main use cases for multiple Warcraft III clients being open at once is multiplayer testing, however the 1.30 implementation of it did not support that as one could not get the different application instances to join the same lobby. Keeping it would likely confuse more people who accidently double start Warcraft III than those who find it useful.
No it will not increase performance at all. It will prevent Warcraft III from crashing when it hits 2GB of virtual memory allocated when running on 64bit Windows OS by deferring the crash until around 4GB of virtual memory space is used. Warcraft III might still crash when it hits 2GB of virtual memory allocated when running on 32bit OS but it might also run until at most 3GB when it will certainly crash.
Memory Limits for Windows and Windows Server Releases
If 32bit OS allow this to happen by default is not clear, and certainly was not the case for older server OS that needed 4GT enabled. In 64bit OS this is a non concern and Warcraft III should be able to allocate virtual memory up to 4GB unless some other limit exists on using 1GB of the virtual memory space.
When built with large address aware they can use up to 4GB of RAM as described in the above link.
The above link explains. Technically on 32bit OS, which Warcraft III still supports, it will be limited up to (but possibly less) 3GB. On 64bit OS it should be limited to 4GB unless something reserves part of that range.
This is pretty much slapping a bandage on running into the memory limits. The correct solution would be to drop 32bit support entirely and only support 64bit like all modern Blizzard games. 64bit applications are by default large address aware (yes this is a thing for them as well!) and will support a virtual memory space so large this is no longer of concern. Diablo III, for example, can easily run past 6GB of virtual memory space allocated thanks to being 64bit.
The game will crash on 32bit systems at latest at 3GB. It will crash on 64bit systems at 4GB, unless other limits are in place. Sounds safe on 64bit OS but will still be very unstable on 32bit OS as 2.8GB is far too close to the maximum possible limit.It worked on lordaeron: the foremath for quite abit it was laggy and crashed at a point but I tried at a bad pc so that is something, ram usage was 2.8 gb so I can kinda say mod is 'safe' now
Maybe a good compromise would be a command line flag that allows Warcraft III to ignore other instances of the application? That way the linked bat file approach would still work simply by appending the appropriate flag.Unless they plan to add a special way to launch multiple clients which won't interfere with normal players, then they probably should have just kept it.
Being an old game, this might not be so easy. For example it might be relying on hand written 32bit assembly for performance critical parts of the game, or it might be treating types that change size with 64bit builds (eg size_t) in unsafe ways. There is also the risk of performance regression due to changes in memory layout. It certainly is something I want to see in the future, but I do not expect it that soon.Yes, I fully support this, drop the 32 bit support already, you already dropped the XP support... why not just go all the way, whatever I guess.
@Darklycan51: by going all the way, do you mean also dropping support for Mac and for any Windows OS except the latest build of the 64-bit version of Windows 10, while also dropping support for any GPU with 16 GB of VRAM or less at the same time? Just curious...Yes, I fully support this, drop the 32 bit support already, you already dropped the XP support... why not just go all the way, whatever I guess.
Seems Juvian did find a way to solve some of the above, tho that kills "real" lan too.[Misc] - Lan hosting multiple players single PC
TriggerHappy linked the solution. You force the application to bind to a different feedback address...Multiple instances != being able to multiplayer on the same computer. There are several reasons: you would need more than one IP on the same computer, both on the same subnet, warcraft 3 doesn't allow you to choose which lan adapter uses and warcraft 3 uses the windows registry... sigh, which could lead to issues if two installations try to read/write the registry with different settings.
And introduces a whole lot more problems while at it. Least of which is the performance reduction caused by the supervisor having to catch OS hardware interactions.If you want to play multiplayer on the same computer use a VM it solves all the above.
Please try the PTR.It's worth mentioning that the current patch produces a black screen when running under Wine 3.14. This has been fixed in Wine staging [1]
TriggerHappy linked the solution. You force the application to bind to a different feedback address...
And introduces a whole lot more problems while at it. Least of which is the performance reduction caused by the supervisor having to catch OS hardware interactions.
does -opengl work again ?
-opengl has been deprecated in favor of -graphicsapi OpenGL2 [1]
[1]: Complete Command-Line Arguments Guide
Seems to work (both 1.30 and 1.30-PTR) on wine-staging 3.14, not too much lag going on here even without -opengl flag (which they apparently killed for now) on 2012 hardware. World editor has some bugs in the interface but is also working!
Pro tip: don't install windows.
Have you tried the 1.30 editor on wine? I know before 1.30 the toolbar would show up as black in the terrain editor, does it still have that?
Linux is more than capable of high quality gaming. Just the games have to not use platform specific APIs like Direct3D or Metal and instead use platform independent APIs like OpenGL or Vulkan.pro tip, don't game on Linux
That's the exact issue I'm talking about. This bar flickers at some points, and the WE is not performing well by any means, but it's running and in a small test I did not manage to make it crash.
Was just assuming that it would not work since it's explicitly excluded from wine (platinum) support.
This will be fixed by BattleNet 2.0 integration.Something that I'd really like to see is the implementation of stored whispering information so that when you leave a game, you can still /r to keep whispering to the same nickname you did ingame.
In general, what is archaic about Battlenet 1 is the fact that game lobbies are so separated from the outside. Once you leave a game lobby, everything you or others wrote inside is gone for good.
Any steps to reproduce?Also, I have encountered 2 freezes when trying to enter a game lobby, both on current and previous patch release.