

The resolution of the stitched PNG is so massive that opening it in any conventional image viewing software (HoneyView, IrfanView, JPEGView, XnViewMP, nomacs, FastStone Image Viewer, Imagine, etc.) is impossible on conventional hardware because all of them try to load the uncompressed image into memory before displaying it and even 16GB isn't sufficient for that. The rest of this comment is unrelated to the bug, but I learned some neat things about the world of ultra-high-resolution images once I finished capturing the map for the first time a few days ago and thought you might be interested in my findings. I'll close this issue since it can't be fixed on the side of the mod, but it might be worthwhile to add a "known issues" section to README.md. Just to clarify: I was able to finish the capture process successfully by clicking "Ignore" on the error message prompts and resuming the process after every crash, so this bug just presents itself as a small annoyance.


#Noita map 2020 64 Bit#
I hope that they either publish a 64 bit version or fix this "memory leak" like behaviour.
#Noita map 2020 mod#
The mod even tries to reduce the amount of chunks that need to be reloaded/generated each jump by using a plane filling Hilbert curve. Anyways, the details don't matter and the result is that Noita needs more and more memory until it runs out of virtual memory and crashes. Also, memory fragmentation may reduce the space efficiency, too).
#Noita map 2020 full#
But if the process' working set size (Shown in the TaskManager) goes above 3 GiB the chances of a crash are high (You will hardly see the working set to go near the full 4 GiB, because there may be other stuff mapped to the virtual address space that occupies that space but isn't counted towards the working set. or if Noita just frees that memory too late (Maybe some sort of caching that's time or frame based). I don't know if there is a memory leak with map generation/chunk loading/. This would theoretically be enough if Noita wouldn't need more and more memory over time. Even with the Large Address Aware flag of the executable changed to true the program can only use 4 GiB. Noita is a 32-bit program and can, for legacy reasons on windows, by default only access the lower half of its virtual address space, so 2 GiB. There are basically two problems here: Address space The mod basically lets the viewport jump around and take screenshots of the game. Unfortunately there is not much i can do.

But capturing the extended map (3.8 gigapixels) always was a sure way to get like 5 to 10 crashes and some ASSERT FAILED! message boxes. I haven't done a map capture recently, so i don't know if it got worse in the latest versions.
