Let’s be honest: I only use Java for Minecraft. So I only debugged with it. But all version, server or client, all launchers. All of them use double (or more) RAM. In the game the correctly allocated amount is used, but on my system double or more is allocated. Thus my other apps don’t get enough memory, causing crashes, while the game is suffering as well.

I’m not wise enough to know what logs or versions or whatever I should post here as a cry for help, but I’ll update this with anything that’ll help, just tell me. I have no idea how to approach the problem. One idea I have is to run a non-Minecraft java application, but who has( or knows about) one of those?

@jrgd@lemm.ee’s request:

launch arguments [-Xms512m, -Xmx1096m, -Duser.language=en] (it’s this little, so that the difference shows clearly. I have a modpack that I give 8gb to and uses way more as well. iirc around 12)

game version 1.18.2

total system memory 32gb

memory used by the game I’m using KDE’s default system monitor, but here’s Btop as well:

this test was on max render distance, with 1gb of ram, it crashed ofc, but it crashed at almost 4gbs, what the hell! That’s 4 times as much

I’m on arch (btw) (sry)

    • jrgd@lemm.ee
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      2 months ago

      Running the same memory constraints on a 1.18 vanilla instance, most of the stack memory allocation largely comes from ramping the render distance from 12 chunks to 32 chunks. The game only uses ~0.7 GiB memory non-heap at a sane render distance in vanilla whereas ~2.0 GiB at 32 chunks. I did forget the the render distance no longer caps out in vanilla at 16 chunks. Far render distances like 32 chunks will naturally balloon the stack memory size.

      • UnRelatedBurner@sh.itjust.worksOP
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        3 months ago

        That you’d think that random game objects aren’t stored on the stack. Well, thanks for the info. Guess there isn’t anything to do, as others have said as well.