feat: Refresh memory in the Insert menu, and keep the game's memory in RAM #888
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yassine-milal wants to merge 1 commit from
yassine-milal/feat/refresh-memory into main
pull from: yassine-milal/feat/refresh-memory
merge into: MagicBeanDev:main
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Delete branch "yassine-milal/feat/refresh-memory"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
With other programs in front (a browser, a chat app), Windows took the game's pages away:
Changes:
vma_init): a working-set minimum of a third of the RAM, at most 10 GB(
RX_VK_MIN_WORKING_SET_MB=<MB>, 0 = off). A hard minimum, a soft one if refused, and logged. On that PC the logsaid: "at least 10240 MB ... kept (hard minimum)".
60 frames, whatever the budget, and asks for the working set again. The existing protections stay. It does for
memory what a restart does, without leaving the game.
Testing. Played on a Quadro P4000 (Pascal, 8 GB, no mesh shaders), NVIDIA 582.16, Xeon W-2133, 32 GB, Windows 11, with Hookshot v2.0.2 and the same change. On
mainthis branch compiles (RX_VK_ONLY=1 nx2/build.py --standalone, llvm-mingw) andtests/run_all.pygives the same result as untouchedmainon this PC: 98 passed, 12 skipped, 1 failed (tests/test_fps_overlay_order.py, which fails onmainhere too with llvm-mingw's clang). The game itself was not rebuilt onmain.🤖 Generated with Claude Code
Looks good to me. I read through it and nothing blocks the merge.
pad_layout/preset chain inmenu_tick, so pressing it doesn't flip the preset to Custom. It also resets itself to 0 beforesave(), so the ini value is harmless.forcedpath intexture_framestill respects all the existing protections (rendered/baked/finalized,last_value > completed), as the description says.working_set_keep()falls back from a hard to a soft minimum and logs which one it got. Its default (a third of RAM, at most 10 GB) is sensible, andRX_VK_MIN_WORKING_SET_MB=0turns it off.Nits, none blocking:
max_tab_rows()). Fine, but worth a glance on a small window.working_set_keep()is a no-op there. Maybe say so in the help text, or leave it.Heads-up: this conflicts with main now (a lot landed today). Could you merge main into the branch (or rebase) and resolve the conflicts? Thanks!
This feature isn't on main yet: main has no working-set code and no Refresh row. The branch is about 1350 commits behind, though. It conflicts in vk_internal.h, vk_menu.cpp, vk_menu.h and vk_texture.cpp, and the vk_texture.cpp part is more than a text conflict.
On main, texture_frame now works out
evict_toandhold_tofor the compaction hold, after the budget is set. It also returns early on the dead-targets cadence (every 10 frames), not every 600. If you only movebudget = 0;(vk_texture.cpp:3023 here) across, the hold can still cap what a forced pass evicts. Please setforcedafter the compaction block, clearevict_toandhold_towhen it's set, and check that "not drawn for 60 frames" still holds under main's ordering.The other point is for the maintainer, not a blocker. The hard working-set minimum is on by default for every Windows user: a third of RAM, so about 2.7 GB on an 8 GB machine. A short note in the readme about
RX_VK_MIN_WORKING_SET_MB=0would help people on small machines.