badwrong
Member
I've been trying to search for this answer, but mostly get answers on older versions of GM. Most of those answers say less than 2 gigs of system memory and if you need more resources then stuff like sprite_load() can be used.
Is this still all true to GMS2? Say I have 5 gigs of sprites, but of course only need to load maybe 1gig at a time into VRAM with prefetch commands, will GMS2 actually deal with what is in system RAM to allow for this? Or is the only answer still sprite_load()? Given GMS2 produces a 32bit program, it has limits sure... at a single given time. Plus there is "large address aware", which I can't find out if it is being used or not.
I also realize sprite_load() makes new texture pages for each sprite, so to actually use it efficiently I would have to pack sprites onto texture pages and define the UV's, etc. Which ya know, GM does for me at compile time... so I'm hoping there is a better method if those sorta memory limits still exist?
Is this still all true to GMS2? Say I have 5 gigs of sprites, but of course only need to load maybe 1gig at a time into VRAM with prefetch commands, will GMS2 actually deal with what is in system RAM to allow for this? Or is the only answer still sprite_load()? Given GMS2 produces a 32bit program, it has limits sure... at a single given time. Plus there is "large address aware", which I can't find out if it is being used or not.
I also realize sprite_load() makes new texture pages for each sprite, so to actually use it efficiently I would have to pack sprites onto texture pages and define the UV's, etc. Which ya know, GM does for me at compile time... so I'm hoping there is a better method if those sorta memory limits still exist?