Java is greedy for memory, so if you allocate it, it will try to consume it (again, we are not strictly talking about the heap here). If the usage jumps too quick, the JVM shuts down as it appears you encountered a memory leak. When texture stitching is complete, the memory usage skyrockets. There is also the issue of allocating too much memory. For example, I could never find any settings to launch using the G1 garbage collector. I've found a number of things that people typically say works well will not work at all when loading a massive amount of things like this. There is additional memory being allocated for other things on top of that. The memory you allocate in your JVM args is for the heap only. So what you are trying to do is certainly possible, but the issue you are having is a familiar one. I've had only one issue (mentioned earlier in this thread), but I've been able to work around that and still put in nearly 100 hours of game time thus far.
Resources: 256x PureBD, 3D Blocks Addon, 3D Items Addon, Tech Addon, ExOf Addon, 128x DDSS Sphax, 128x Millenaire Sphax
#Dungeons dragons and space shuttles mod#
Mods: DDSS mod pack + Millenaire + JourneyMap Simply put, with the right tuning there is no reason you shouldn't be able to launch this.įirst off, I'm running a similar setup today. This issue is related to the way Java handles memory and the way things are being built. In fact, this issue isn't strictly related to RAM at all. All the texture stitching is being done within system RAM. vRAM doesn't even get utilized until a world is actually being generated for rendering.