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 Post subject: In this Windows
PostPosted: 02 Sep 2012, 09:59 
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In this Windows implementation I cannot address parts of files (compressed or otherwise) with this tool. I had a startup check implemented to check the safety deposit and make sure there weren't any stragglers, and if there were, check if a link existed with the original name, and remove it, then move out of safety deposit to original location before starting the application.

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PostPosted: 03 Sep 2012, 04:27 
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So uhh, yeah, I planned on having a beta out this weekend, that clearly didn't happen. Brief explanation, Diablo III is what happened, and no, I didn't play the game, I was testing the tool on the game Diablo III and well, lo and behold, the last accessed timestamp never changes unless patched, (when accessed by the loader), so I can't track which files are being read and load those ones up into RAM. However, the game IS small enough that if you have a computer fitted with 16GB of RAM, you could just load all of Diablo III into RAM, but alas, that doesn't solve the problem for those with less. I'm looking into other ways to track this information and implement them so I can make sure this tool works as advertised...

I'm back at the drawing board for the usage detection methods, so I'll keep everyone posted on what's going on. I don't work tomorrow but I have to visit my sister, she's been ragging on me and wants me dead if I don't make an appearance at her place every 3 months.

UPDATE: I talked with Hayden in IRC earlier, and he pointed out that the behavior I was expecting from windows was no longer valid and hasn't been since Vista. I'm reworking my strategy and looking at making use of some free tools in order to accomplish the goals set forth. We'll see how this turns out. Hopefully I can have something for you all next weekend.

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 Post subject: Filemon - run it whilst
PostPosted: 03 Sep 2012, 10:13 
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Filemon - run it whilst playing and see what pops up although going this route will leave you with the problem of either having to play the entire game or guess at what files later levels might be using. Perhaps this is one of the cases where you might have to rely on the community to provide the necessary config. Might be worth considering the option to load an entire directory to ramdisk as well as individual files (if you haven't already) - sub-directory recursion as well?


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 Post subject: Update on UIPL So About
PostPosted: 03 Sep 2012, 22:07 
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Update on UIPL :P




So About Process Write/Read Monitor.

Sysinternals "Process Monitor"

The Problem! you'd need a pre configured "configurationFile.pmc" which sets Filter. But when you have that its kinda easy. You Log From Start to Stop. Terminate the tool, extract the .csv from the logfile. And Voilà you just need to create a statistic from this MASS of data which files are read/wrote the most.

Here is what i've done with Smite. (Procmon.exe is direclty in C:)
Code:

   Run(@ComSpec & " /c " & 'C:/Procmon.exe /LoadConfig C:smite.pmc /quiet /backingfile C:smite.PML /minimized /acceptEula', "", @SW_HIDE)
   MsgBox(0, "Test", "Pause, Press OK when game is finished")
   Run(@ComSpec & " /c " & 'C:/Procmon.exe /terminate', "", @SW_HIDE)
   WinWaitClose("Process Monitor")
   Sleep(2000) ; Security time to make sure File write is over.
   Run(@ComSpec & " /c " & 'C:/Procmon.exe /Openlog C:smite.PML /saveas C:smite.csv', "", @SW_HIDE)


Sadly i have no idea how the .pmc file is built. At least i cant edit with with an simple Editor. IF you somehow can change that, you'd just need to change the "Process name" in the Filter from "Smite.exe" to "Gamename.exe" to make in universal.

In the Attachements there is this smite.csv just startet up the launcher and then went into Login Screen, nothing more!

Maybe you could tweak the filter from Process Monitor to filter more...



P.S make sure you set "Drop filtered events" or else it will log ALL process but only show filtered!


Attached files smite.csv (1.5 MB)

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PostPosted: 04 Sep 2012, 00:26 
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I love how you've latched onto the same idea that we all have and went so far as providing a sample file, this will go a LONG way, I can completely hook and automate the interface for procmon while completely hidden from user view, making it just a utility tool. Same concept, 'cept without running it 3 times, just one shall suffice.

I found a way to get WAY smaller files which give me the summarized data that I need without actually sorting any of it myself in UIPL, huzzah! Now to write up some automation and make sure it work.

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 Post subject: Tell me when you got a
PostPosted: 04 Sep 2012, 19:13 
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Tell me when you got a *working* version and need some results from different games :) i'd be happy to test it out.

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 Post subject: I'm calling it now, this
PostPosted: 05 Sep 2012, 06:15 
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I'm calling it now, this project is going to get out of control at some point as performance hungry gamers realize how easily this will take load times to nil.


Also calling in early bets for Valve to contact you possibly in regards to integrating it into Steam within the next 5 years.

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PostPosted: 06 Sep 2012, 03:42 
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Haha, Valve can contact me all they want, this is nothing new. I'll be more than happy to work with them to implement this should they wish to (and I don't see why not with Steam going to Linux, that makes this all wayyy easier, and with the actual Steam client in the way, it could do everything I'm doing for us.)

I hope this takes off and people use it, but I've got to do this RIGHT. No half-assing this... whole-ass or no-ass.

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PostPosted: 06 Sep 2012, 09:59 
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IMHO it's a shame for all game developers that we have to resort to Tools like this! The Engine itself should realise how much RAM aviable is an then directly put all the big/often used files into the RAM.

But most games are developped for 256mb(PS3? Right?) RAM and quickly portet to PC to save expenses.

Well, lucky we got a Community to fix such flaws ;)

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PostPosted: 06 Sep 2012, 17:23 
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3. If you have 16GB of RAM, your MAX RamDisk size will be 10GB, leaving 6GB (more than enough for most 64bit games (most are 32bit and can't directly address larger than 3.5GB due to addressing limits) and your OS (64bit Windows)) to operate in normally. If you have 32GB, this cap will be lifted to 26GB. The RamDisk estimated (these numbers are NOT final and may be adjusted as needed based on user performance reports) max disk sizes based on total RAM are as follows:
6GB (Minimum total RAM supported): 2GB RamDisk (4 Reserved)
8GB (Average 'gamer' total): 3GB RamDisk (5 Reserved)
10GB: 4GB RamDisk (Full 6 Reserved)
12GB: 6GB RamDisk
14GB: 8GB RamDisk
16GB: 10GB RamDisk
32GB: 26GB RamDisk

There's a method to the madness, a science to the math. ;-)

Are you planning on putting in a setting to override the defaults? I have 32GB of ram, but I would only want a 20GB RAM disk. Also, some games are huge and may use all of that, but some games are tiny and would be swimming in 4-8GB of RAM disk...


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 Post subject: Ah yes, a whole ass,
PostPosted: 08 Sep 2012, 20:30 
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Ah yes, a whole ass, sir!

It's time to put Kim Kardashian to shame.

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PostPosted: 11 Sep 2012, 19:45 
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Overrides for the cap will be implemented, and the RAMDisk will intelligently resize to only take as much RAM as you cap up to, or only what's needed. So say you load up an older game that only takes about 9GB of space, provided you have a maximum cap of 9 or greater, it will only generate a RAMDisk of 9GB to preload the data.

Also, I would like to publicly apologize for the lack of updates recently, had some life issues, my roommates totaled their car this weekend, so I'm back to using the bus system which means I get 2 maybe 3 hours at home before I need to be in bed for work the next day instead of the 5-almost-6 when we had the car. So yeah, development is going to be a little bit slower, but I'm making progress, so hopefully I'll have something soon. Real life sucks sometimes.

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PostPosted: 11 Sep 2012, 21:16 
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Also, I would like to publicly apologize for the lack of updates recently, had some life issues, my roommates totaled their car this weekend, so I'm back to using the bus system which means I get 2 maybe 3 hours at home before I need to be in bed for work the next day instead of the 5-almost-6 when we had the car. So yeah, development is going to be a little bit slower, but I'm making progress, so hopefully I'll have something soon. Real life sucks sometimes.


I hope nobody was injured?

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 Post subject: Nobody injured, nobody
PostPosted: 11 Sep 2012, 22:52 
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Nobody injured, nobody arrested, no damage to the other vehicle.

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PostPosted: 14 Sep 2012, 15:20 
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Came across the start of a discussion on RAM disks here http://forums.anandtech.com/showthread.php?t=2270087


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 Post subject: I read through that
PostPosted: 14 Sep 2012, 16:58 
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I read through that discussion and still have faith that my tool will provide some valuable gains to some if not most games. The discussion towards the end of the thread as it stands currently focuses on the multiple random reads that some games can do, like Diablo 3 and SWTOR do, this is definitely what this tool is targeted for as I've beta tested a script something like what they put up, on SWTOR's art assets, and experienced a largely noticeable performance gain when loading multiple player and non-player characters in a new environment. (Think the name floating over the head but not being able to see them/invis.) I'm still moving forward with development. There's a market here, I know there is, and they just need a tool to manage it for them and they'll see there's some games that will benefit greatly. You just have to find out which ones and which settings work best is all. I'm providing the tool, it's up to you, the end users to figure out it's best application.

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 Post subject: UPDATE!
PostPosted: 17 Sep 2012, 19:29 
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I have a working profiling beta, if you would like to start profiling your games now in preparation for the full version of the tool sometime in the coming weeks (I'm aiming for less than a month), and wish to help me test my pre-loading algorithms at the same time (by sending in sample profiles you generate), then please make yourselves known on the thread, or by PMing me directly! Either way, your participation and support are always greatly appreciated! Thanks!

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PostPosted: 03 Oct 2012, 07:28 
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First off, apologies to all who are hanging on for this tool's release. I had a ton of crap I had to take care of with my computer before I could move forward, however, after work tomorrow (10/3) I plan on releasing the full profiling beta for public consumption with the request that people provide me trial run information/successful profiling information. I'll update tomorrow with a link once I get the build completed. Again, super apologies to all those who're waiting!

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 Post subject: Thanks and no worries.
PostPosted: 03 Oct 2012, 17:41 
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Thanks and no worries.


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PostPosted: 05 Oct 2012, 11:32 
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Huzzah! I got a new version built and ready to rock and roll. I'm ready for those bug reports that are sure to come in!

http://cynagen.com/UIPLtest.zip

There's your download. It's simple to set up, just unzip to a folder (doesn't really matter where, just keep it there,) run the program and it'll walk you through the rest. Tried to make this as friendly as possible with as few prompts as possible.

Please be aware that this initial profiling test ONLY works for games where you can launch the game's application file (EXE) directly, like Diablo III's and bypass the direct launcher. This is for monitoring purposes, so even if the game EXE launches the launcher, that's expected.

Games I know WON'T work:
Hawken (Alpha)
Anything on Steam
These require tweaks to the options on the shortcut generated which I'm not too worried about right now.

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PostPosted: 06 Oct 2012, 09:28 
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The problem is that all my games are on either Steam or Origin (those won’t work either?). The exception is League of Legends, but that game can only be launched true the launcher. So it is really tough to test, because standalone games aren’t that common any more.

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PostPosted: 06 Oct 2012, 15:36 
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The problem is that all my games are on either Steam or Origin (those won’t work either?). The exception is League of Legends, but that game can only be launched true the launcher. So it is really tough to test, because standalone games aren’t that common any more.



Same issue here unfortunately.


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PostPosted: 08 Oct 2012, 07:19 
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Okay, here's the trick guys, set up the link as expected, however, go into the shortcut and delete the /launch option. This will allow it to track without having to launch the application directly. This is only temporary as I plan on fixing it so I can track based on folder (for games like LoL). You will NEED to rightclick on the tray icon and exit the application yourself once you're done playing otherwise it'll just keep collecting stats (and eating RAM/HDD at the same time).

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PostPosted: 24 Oct 2012, 04:58 
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Has anyone else tried with the correction to be loader friendly?

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PostPosted: 01 Dec 2012, 12:08 
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hey, hows the development going with this tool?
ive profiled alot of my games and im just waiting for the full version so i can reap the benifits
are u still working on this
cheers


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PostPosted: 01 Dec 2012, 17:26 
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Script is working fine on my Laptop.... i wonder why id doesn't record normal on my Gaming rig..

gonna try it out with FC3...

Edit:
http://pastebin.com/kQdnXysh
Can't upload .ini here ^^

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PostPosted: 01 Dec 2012, 20:23 
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crispy wrote:
hey, hows the development going with this tool?
ive profiled alot of my games and im just waiting for the full version so i can reap the benifits
are u still working on this
cheers


If I could get some of the profiling data you obtained, it would greatly help me iron out some of the file selection code. I need to have as much sample data as possible to ensure that when you use the sliders, they work properly and don't load wrong things.

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PostPosted: 03 Dec 2012, 23:48 
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Happened again! After 3h of recording i just get an error "could not open dump file" maybe you could include a log function? So we could figure out where exactly the error lies.

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PostPosted: 08 Apr 2013, 01:18 
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Any more movement on this?

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PostPosted: 08 Apr 2013, 08:19 
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AussieTimmeh wrote:
Any more movement on this?


Without test data from systems in the wild, I can only design around my own, which is bad practice. I need the data that the application is outputting from people. The sooner I can get this data, the more sound I'll feel about these algorithms.

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PostPosted: 09 Apr 2013, 22:25 
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Every time i play for 3-4h or more when i stop the game the application crashes without saving!

what i have so far is

Code:
[0x5CF2949365E0C01E4BBA1AE8702F2C53]
\bg\sys\bc\bg.dat=4
\bg\sys\cuhk\bg.dat=4
\bg\sys\ft\bg.dat=4
\bg\sys\gw\bg.dat=4
\bg\sys\hkc\bg.dat=4
\bg\sys\lf\bg.dat=4
\bg\sys\qi\bg.dat=4
\bg\sys\sp\bg.dat=4
\bg\sys\thv\bg.dat=4
\bg\template\1\bg.dat=4
\bg\template\2\bg.dat=4
\bg\template\3\bg.dat=4
\bgm\main.wma=284
\data\bandit.dat=32
\data\bat.dat=34
\data\bat_ball.dat=4
\data\bat_chase.dat=4
\data\broken_weapon.dat=10
\data\criminal.dat=8
\data\davis.dat=44
\data\davis_ball.dat=10
\data\deep.dat=44
\data\deep_ball.dat=6
\data\dennis.dat=42
\data\dennis_ball.dat=8
\data\dennis_chase.dat=6
\data\etc.dat=4
\data\firen.dat=40
\data\firen_ball.dat=6
\data\firen_flame.dat=8
\data\firzen.dat=36
\data\firzen_ball.dat=4
\data\firzen_chasef.dat=6
\data\firzen_chasei.dat=6
\data\freeze.dat=36
\data\freeze_ball.dat=6
\data\freeze_column.dat=10
\data\henry.dat=40
\data\henry_arrow1.dat=14
\data\henry_arrow2.dat=4
\data\henry_wind.dat=6
\data\hunter.dat=32
\data\jack.dat=34
\data\jack_ball.dat=4
\data\jan.dat=36
\data\jan_chase.dat=6
\data\jan_chaseh.dat=6
\data\john.dat=40
\data\john_ball.dat=8
\data\john_biscuit.dat=6
\data\julian.dat=40
\data\julian_ball.dat=6
\data\julian_ball2.dat=8
\data\justin.dat=32
\data\justin_ball.dat=4
\data\knight.dat=32
\data\louis.dat=44
\data\louisEX.dat=38
\data\mark.dat=34
\data\monk.dat=32
\data\rudolf.dat=42
\data\rudolf_weapon.dat=10
\data\sorcerer.dat=36
\data\stage.dat=48
\data\template.dat=30
\data\weapon0.dat=12
\data\weapon1.dat=4
\data\weapon10.dat=4
\data\weapon11.dat=4
\data\weapon2.dat=12
\data\weapon3.dat=4
\data\weapon4.dat=12
\data\weapon5.dat=12
\data\weapon6.dat=12
\data\weapon7.dat=12
\data\weapon8.dat=10
\data\weapon9.dat=12
\data\woody.dat=44
\data\woody_ball.dat=8
\bgm\stage3.wma=298
[0xBCE600281D398D29F01BD35B9B4B28A2]
\pb\pbclgame.cfg=5
\pb\pbns.dat=5
\pb\pbsv.dat=5
\pb\pbsvgame.cfg=5

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PostPosted: 10 Apr 2013, 20:48 
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Haldi wrote:
Every time i play for 3-4h or more when i stop the game the application crashes without saving!

what i have so far is

Code:
[0x5CF2949365E0C01E4BBA1AE8702F2C53]
\bg\sys\bc\bg.dat=4
\bg\sys\cuhk\bg.dat=4
\bg\sys\ft\bg.dat=4
\bg\sys\gw\bg.dat=4
\bg\sys\hkc\bg.dat=4
\bg\sys\lf\bg.dat=4
\bg\sys\qi\bg.dat=4
\bg\sys\sp\bg.dat=4
\bg\sys\thv\bg.dat=4
\bg\template\1\bg.dat=4
\bg\template\2\bg.dat=4
\bg\template\3\bg.dat=4
\bgm\main.wma=284
\data\bandit.dat=32
\data\bat.dat=34
\data\bat_ball.dat=4
\data\bat_chase.dat=4
\data\broken_weapon.dat=10
\data\criminal.dat=8
\data\davis.dat=44
\data\davis_ball.dat=10
\data\deep.dat=44
\data\deep_ball.dat=6
\data\dennis.dat=42
\data\dennis_ball.dat=8
\data\dennis_chase.dat=6
\data\etc.dat=4
\data\firen.dat=40
\data\firen_ball.dat=6
\data\firen_flame.dat=8
\data\firzen.dat=36
\data\firzen_ball.dat=4
\data\firzen_chasef.dat=6
\data\firzen_chasei.dat=6
\data\freeze.dat=36
\data\freeze_ball.dat=6
\data\freeze_column.dat=10
\data\henry.dat=40
\data\henry_arrow1.dat=14
\data\henry_arrow2.dat=4
\data\henry_wind.dat=6
\data\hunter.dat=32
\data\jack.dat=34
\data\jack_ball.dat=4
\data\jan.dat=36
\data\jan_chase.dat=6
\data\jan_chaseh.dat=6
\data\john.dat=40
\data\john_ball.dat=8
\data\john_biscuit.dat=6
\data\julian.dat=40
\data\julian_ball.dat=6
\data\julian_ball2.dat=8
\data\justin.dat=32
\data\justin_ball.dat=4
\data\knight.dat=32
\data\louis.dat=44
\data\louisEX.dat=38
\data\mark.dat=34
\data\monk.dat=32
\data\rudolf.dat=42
\data\rudolf_weapon.dat=10
\data\sorcerer.dat=36
\data\stage.dat=48
\data\template.dat=30
\data\weapon0.dat=12
\data\weapon1.dat=4
\data\weapon10.dat=4
\data\weapon11.dat=4
\data\weapon2.dat=12
\data\weapon3.dat=4
\data\weapon4.dat=12
\data\weapon5.dat=12
\data\weapon6.dat=12
\data\weapon7.dat=12
\data\weapon8.dat=10
\data\weapon9.dat=12
\data\woody.dat=44
\data\woody_ball.dat=8
\bgm\stage3.wma=298
[0xBCE600281D398D29F01BD35B9B4B28A2]
\pb\pbclgame.cfg=5
\pb\pbns.dat=5
\pb\pbsv.dat=5
\pb\pbsvgame.cfg=5


I'm going to add a feature for debugging to output a logfile that dumps as it processes so I know what's going on along the way, see where it crashes. Thanks for the data report so far though, this is very helpful!

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PostPosted: 02 Feb 2014, 21:38 
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So yeah, I'm thread necro'ing my own thread. However, my main computer is back online now. Funny enough, it seems the idea of a RAM disk for gaming kind of caught on and a couple different companies (AMD, Intel) have decided to make their own applications. Problem with theirs is it loads whatever it can, it doesn't look at what's most frequently accessed and loaded like mine will (making them higher priorities for loading into the RAM disk). I've got a couple other projects on the table along with this one, I'm gonna have to divide up my time and try to conquer them all. Either way, just wanted to say I'm back and in business.

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PostPosted: 03 Feb 2014, 00:55 
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Glad to see you back, and looking forward to what you have in store for your tool!

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PostPosted: 23 Feb 2014, 09:17 
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Yes welcome back mate
Hope you have time to crack on with this tool
Good luck and keep us posted


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PostPosted: 02 May 2014, 18:38 
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Code:
[0xB23DC487CE243DA12E25DA78472B8E49]
\cacert.pem=9
\game.mnf=3
\game0000.dat=3


Elder Scrolls Online.
5 minutes gampleay., just loging in, Fighting 2 mobs, teleporting to 3 different locations

Gonna try an put the whole game into a Ramdisk to see if that helps the horrible Loading time in Eyefinity.
But need to put the last 8gb Ramstick back in... 37gb Ramdisk with 40gb Ram seems like a Bad idea xD

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I know I'm necro'ing again. This time, I have better news however. Effective after next week (April 13th), I don't have a normal 8-5 that I have to go to so I'm gonna have plenty of time to get this finished. It's been on my mind for a while, and after seeing that DIMMDrive debacle on Steam, I figured I might want to push to get this done sooner than later. The software I see out there still is either locked to certain manufacturer's hardware, or is otherwise dumb and just loads whatever it can into RAM, so I still feel there's a niche I can fill with this tool once it's finished. I still have the source code, and I've got some more coding knowledge from playing around with small bits of code at work, so I hope to make some major actual progress this time around, and with no job to get in the way now, I'm very optimistic. I ask for everyone who's followed this thread's forgiveness for my touch and go, it's been a weird couple years.

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Long time no see. How's going? xD

I'm all ears if you have new test versions ready.

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PostPosted: 04 Apr 2015, 04:39 
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Haldi wrote:
Long time no see. How's going? xD

I'm all ears if you have new test versions ready.


It's going, working out my last week at the office, mail off some money, and I'm home free for a couple months. When a test version comes out, I'll keep you posted.

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PostPosted: 04 Apr 2015, 13:45 
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this probably sounds really negative, but more interested than anything as there's some interesting problems that arise - would love to see some proof of concept, I also saw Dimmdrive on Steam and rolled my eyes tbh.

I'd find it difficult to believe that any real tangible [and not negligible] benefit would be seen over an SSD, which is obviously _significantly_ cheaper dollar/gb than system ram, a decent SSD/HDD steam library manager would be more beneficial IMO? something I've thought about starting a few times but not gotten around to, the available ones are a little basic and unintelligent for my liking.

The other thing to consider is that most engines are pretty smart these days in terms of what content to keep around in memory, looking at just the (first) load time of a level is fairly redundant considering you'd have to move that data to memory to start with to see any acceleration - it's also fairly common for any decent engine to preload content on the fly before it's required as your roaming the level, I can't remember the last time I saw significant stuttering in any games, and I typically don't bother having the majority of my steam library on my SSD (infact the majority lives on a 2TB 5400rpm Samsung HD204UI)

Implementing it (properly) would require a very low-level hook of the read/write which certainly is not trivial in terms of unexpected behavior or more appropriately a kernel mode/custom filter driver, then you get into having to get it signed by Microsoft (cost money) etc etc, any other approach I can think of would set off VAC and various other anticheat systems.

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HaYDeN, there's a lot of valid points you bring up, but there's a couple things I'd like to reply to directly.

There is a tangible difference, load times are practically instantaneous since it's a direct RAM-to-RAM transfer meaning there's near-0 load time for even large chunks of data. I remember quoting 12.8GBps throughput on RAM compared to the measily ~250MBps that you get from a standard HDD (at best), and ~600MBps from SSD (again, at best).

Most newer engines are getting smarter about memory management and you're right, this tool will eventually not be needed. That being said, however, this tool is still needed/usable today as there are still a number of games very poorly optimized (W_D and SWTOR for example) that could benefit from this directly. (I've played SWTOR on HDD, SSD, and RAM, and by far, the RAM is the best when encountering new players as textures have to be called and modified on the fly before being shunted off to GPU to render a player, and the game will not render the other player AT ALL until their assets are fully loaded, meaning with a RAM disk, they pop into existence on your screen LONG before you appear on theirs, giving you a tactical advantage if it's an enemy in contested territory).

There is already a toolkit called ImDisk that has signed drivers by Microsoft, which emulate a hard drive out of allocated RAM, so that's taken care of, and the files are simply "symlinks" (using a Linux term here, in Windows it's actually called a "Junction") back to the RAM once copied over, redirecting all requests aimed at the HDD/SSD to the RAM disk we create. None of this has ever set off any anti-cheat system as it's all built-in stuff, and signed third party drivers for other uses on the computer that we're just playing with for our purposes.

DIMMDrive was a crappy, half-baked version of my idea, and I'm not surprised somebody else tried, just surprised they were stupid and failed miserably to make anything worth a damn.

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well yeah, if a Ramdisk is needed or not anymore is a good question.

At least for Star Citizen (Alpha 1.0) there is no big benefit. (CPU Limit)
Image

But hey, how can we say we don't need it if we don't test it? Might still make a big deal in some games. Yet i'm to lazy to move all my games / or everytime i play a game, onto the SSD or RamDisk, my 250gb 840 Pro is full with other stuff and my games drive with over 2TB is idle most of the time when i'm not playing.
I'd be totally in for a inelligent loader tool.

Btw, i think the read/write monitoring was done via procmon.exe which works.... well... works. I've been playing around with that tool for a while but i lack the competence to evaluate the validity of the result ^^

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Cynagen wrote:
HaYDeN, there's a lot of valid points you bring up, but there's a couple things I'd like to reply to directly.

There is a tangible difference, load times are practically instantaneous since it's a direct RAM-to-RAM transfer meaning there's near-0 load time for even large chunks of data. I remember quoting 12.8GBps throughput on RAM compared to the measily ~250MBps that you get from a standard HDD (at best), and ~600MBps from SSD (again, at best).

Most newer engines are getting smarter about memory management and you're right, this tool will eventually not be needed. That being said, however, this tool is still needed/usable today as there are still a number of games very poorly optimized (W_D and SWTOR for example) that could benefit from this directly. (I've played SWTOR on HDD, SSD, and RAM, and by far, the RAM is the best when encountering new players as textures have to be called and modified on the fly before being shunted off to GPU to render a player, and the game will not render the other player AT ALL until their assets are fully loaded, meaning with a RAM disk, they pop into existence on your screen LONG before you appear on theirs, giving you a tactical advantage if it's an enemy in contested territory).

There is already a toolkit called ImDisk that has signed drivers by Microsoft, which emulate a hard drive out of allocated RAM, so that's taken care of, and the files are simply "symlinks" (using a Linux term here, in Windows it's actually called a "Junction") back to the RAM once copied over, redirecting all requests aimed at the HDD/SSD to the RAM disk we create. None of this has ever set off any anti-cheat system as it's all built-in stuff, and signed third party drivers for other uses on the computer that we're just playing with for our purposes.

DIMMDrive was a crappy, half-baked version of my idea, and I'm not surprised somebody else tried, just surprised they were stupid and failed miserably to make anything worth a damn.


IMO.

The throughput of the ram whilst high is still severely bottle necked by the CPU.

The symlink/junction approach is not a good approach and is the main reason why these tools are poorly designed IMO, dynamic interception on a per block basis is the way to approach it, thus you can begin serving from RAM before the file has even completed copying, realtime, and infact you could serve only parts of a file... eg, you intercept the read, copying it to ram and serving it from ram rather than HDD, negating the need for multiple redundant read operations, effectively adding (near) zero overhead on the initial load... this is the only way I would consider approaching it.

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PostPosted: 21 Apr 2015, 09:58 
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New patch to fix the "long monitor" bug. Please download from the URL on the original post once again and see if you can report any further bugs.

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