private static bool PlentyOfMemory()
        {
            if (!OptimizeMemoryUsage.Value)
            {
                return(false);
            }

            var mem = MemoryInfo.GetCurrentStatus();

            if (mem == null)
            {
                return(false);
            }

            // Clean up more aggresively during loading, less aggresively during gameplay
            var isLoading      = GetIsNowLoadingFade();
            var plentyOfMemory = mem.dwMemoryLoad < (isLoading ? 65 : 75);

            if (!plentyOfMemory)
            {
                return(false);
            }

            Utilities.Logger.LogDebug($"Skipping cleanup because of low memory load ({mem.dwMemoryLoad}%)");
            return(true);
        }
Esempio n. 2
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        private static bool PlentyOfMemory()
        {
            if (!OptimizeMemoryUsage.Value)
            {
                return(false);
            }

            var mem = MemoryInfo.GetCurrentStatus();

            if (mem == null)
            {
                return(false);
            }

            // Clean up more aggresively during loading, less aggresively during gameplay
            var isLoading      = GetIsNowLoadingFade();
            var pageFileFree   = mem.ullAvailPageFile / (float)mem.ullTotalPageFile;
            var plentyOfMemory = mem.dwMemoryLoad <(isLoading ? 65 : 75) && // physical memory free %
                                                   pageFileFree> 0.3f && // page file free %
                                 mem.ullAvailPageFile > 2ul * 1024ul * 1024ul * 1024ul;    // at least 2GB of page file free

            if (!plentyOfMemory)
            {
                return(false);
            }

            Utilities.Logger.LogDebug($"Skipping cleanup because of low memory load ({mem.dwMemoryLoad}% RAM, {100 - (int)(pageFileFree * 100)}% Page file, {mem.ullAvailPageFile / 1024 / 1024}MB available in PF)");
            return(true);
        }