![]() ![]() MemFree: The total amount of physical RAM not being used for anything.ĬommitLimit: The total amount of memory, both RAM and SWAP, available to commit to the running and requested applications (not necessarily directly related to the actual physical RAM amount, we will see why later).Ĭommited_AS: The total amount of memory required in the worse case scenario right now if all the applications actually used what they asked for at startup! MemTotal: The total amount of physical RAM available on your system. We can see lots of lines but the four we’re interested in are: To see your memory system now, under ‘default’ settings, enter the following into terminal: The stock linux kernel settings kind of just agrees to the applications request without checking if the actual resource, or the hardware, could support the total requested memory in that worst case scenario, partly because most applications never need what they ask for. Most applications ask for more memory than they might actually need to startup, some of this is down to bad software design, or they expect that you’ll need that much at some point in the future….a sort of “this is my worst case scenario requirement of RAM, and i’ll tell you that now before we start!” Maybe a bug maybe not but I'm almost certain it's some particular setting of feature otherwise the issue would be more widespread.Today I delved into the underworld of Linux memory allocation, in particular into overcommitting memory (RAM).Īfter a couple of X11 hangs I decided I needed to learn a little more about the various settings that come as stock with the Linux kernel, to try to tame them, or at least reduce or stop these annoying hangs followed by reboots! I think it's some setting that's allocating too much memory. It's obvious the game can use a ton of resources yet is still playable on a Steam Deck which is very resource constrained for a typical gaming PC. Though with FSR it might be more like an 1/8. at about 1/4 the resolution with DLSS Quality. That's all at low settings, no DLSS, ray tracing, etc. In an hour of play well into the game it never crashed. Even it's not, the game obviously isn't coming close to consuming that many resources. My Deck running the very same Windows 11, the game runs about on level with SteamOS I think. On my gaming rig the game is using 16 GB VRAM and 32 GB RAM, but that's with everything on including DLSS 3. If what you're saying is true, then it's probably a bug because this issue clearly can't be the case on a Steam Deck. I wouldn't expect a game to need that many in the first place, but gamedevs sometimes surprise me. We know spam when we see it and will delete it. This means things like repetitious posting of similar content, low-effort posts/memes and misleading/exaggerated titles on link posts. We all need to support each other to help GNU/Linux gaming grow. If it's a link post, think about writing a comment to tell us more - the more you engage with us, the more we like it. Remember you are talking to another human being.ĭevs and content producers: If you've ported your game to Linux or created some GNU/Linux-gaming-related content (reviews, videos, articles) then, so long as you're willing to engage with the community, please post it here. Heated discussions are fine, unwarranted insults are not. What exactly did you do, and how, and with what version of what? How have you tried to troubleshoot the problem? Vague, low-effort tech-support requests may get removed. Include relevant details like logs, terminal output, system information. Tech-support requests should be readable by and useful to others. It is not (primarily) a tech-support forum. /r/Linux_Gaming is for informative and interesting gaming content, news and discussions.
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