I've noticed that I need to restart pa.exe between games because it tends to oversubscribe my physical RAM. On one of my test boxes, I have 4GB RAM, but pa.exe greedily allocs 5.66GB! So, my machine is guaranteed to hit swap which I notice as an FPS dropout when there are (probably) a large number of cache misses (e.g. when swapping from planet to system view, or planet to planet, or adv radar comes online... big changes in the PVS). Other people are complaining about 14GB allocs, but I haven't seen it get that high. I think you're looking at a memory leak that's throttled by the speed of the swap disk. Are we running checked/debug code?
PA actually have problem that it's not yet freed memory when it's not required anymore, but since Beta it's efficiently use all RAM that already allocated. E.g if you built number of large planets in editor and then re-open it RAM won't be freed, but if you create same planets again game won't allocate much more RAM. Anyway I suppose there still can be memory leaks, but nothing serious anymore.
This game have 8GB recommended for reason. If you only have 4GB RAM just try to play to appropriate systems and keep in mind that ChronoCam will also consume some RAM.
Is there a way to "opt-out" of chronocam recording the entire match? 60+ minutes of movement commands in a 5 player match might be a bit much if they're keeping them all in memory instead of streaming them to an append-only log.
Currently it's only possible if you quit game and reconnect, then only current state will be received. Obviously ChronoCam only store in memory information about units you actually seen on screen. It's how it's works. Also "replay" itself doesn't consume lot of memory and planets memory usage is way higher, but ChronoCam is reason why memory usage goes up in-game.
That can't be true. When the game is over, I can "review" it using ChronoCam to replay everyone's moves. That means that everyone's moves must be on my machine: not just the visible units. Now, true, when you're still alive you can only see what you can see, but from a memory usage perspective they're all there.
In PA all games simulated on UberNet servers and even after game finished your server keep working and provide information for ChronoCam. You can check bandwidth usage when you watch ChronoCam "replay" and you'll notice it's going up when you see something you didn't see in game. But right now ChronoCam is partially broken so you might see really weird behavior like buildings appear from nowhere.