dotfiles/unity3d/adamgryu/A Short Hike/Player.log

436 lines
26 KiB
Plaintext

Mono path[0] = '/home/ez/.local/share/Steam/steamapps/common/A Short Hike/AShortHike_Data/Managed'
Mono config path = '/home/ez/.local/share/Steam/steamapps/common/A Short Hike/AShortHike_Data/MonoBleedingEdge/etc'
Preloaded 'libsteam_api.so'
Display 0 'eDP-1 15"': 1920x1080 (primary device).
Display 1 'HDMI-A-1': 1920x1080 (secondary device).
Unable to load player prefs
Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 2021.3.27f1 (ca3ffb99bcc6)
[Subsystems] Discovering subsystems at path /home/ez/.local/share/Steam/steamapps/common/A Short Hike/AShortHike_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=0
Renderer: Mesa Intel(R) Graphics (ADL GT2)
Vendor: Intel
Version: 4.6 (Core Profile) Mesa 23.3.2-arch1.2
GLES: 0
GL_3DFX_texture_compression_FXT1 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB
_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_po
int_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier G
L_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2
_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_texture_float GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_debug_label GL_EXT_demote_to_helper_invocation GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_framebuffer_fetch GL_EXT_shader_framebuffer_fetch_non_coherent GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_
decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_INTEL_conservative_rasterization GL_INTEL_performance_query GL_INTEL_shader_atomic_float_minmax GL_INTEL_shader_integer_functions2 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_const_bandwidth GL_MESA_texture_signed_rgba GL_NV_alpha_to_coverage_dither_control GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_fragment_shader_interlock GL_NV_packed_depth_stencil GL_NV
_texture_barrier GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level <OpenGL 4.5> ; Context handle 36658496
Begin MonoManager ReloadAssembly
- Completed reload, in 0.055 seconds
Default vsync count 1
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 0.967953 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
[Singleton] An instance of QuickUnityTools.Audio.SoundPlayer is needed in the scene, so '(Resource Global Singleton) SoundPlayer(Clone) (UnityEngine.GameObject)' was loaded as a prefab with DontDestroyOnLoad.
[Singleton] An instance of TimerServiceLocator is needed in the scene, so '(Global Singleton) TimerServiceLocator (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
[TimerServiceLocator] TimerManager: Created a new service in the scene.
Setting up 6 worker threads for Enlighten.
Desktop is 1920 x 1080 @ 60 Hz
UnloadTime: 2.065095 ms
[Singleton] An instance of QuickUnityTools.Input.FocusableUserInputManager is needed in the scene, so '(Global Singleton) QuickUnityTools.Input.FocusableUserInputManager (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
Setting breakpad minidump AppID = 1055540
Steam_SetMinidumpSteamID: Caching Steam ID: 76561198053517242 [API loaded no]
[TimerServiceLocator] Clearing the cached scene services.
[Singleton] An instance of ServiceLocator is needed in the scene, so '(Global Singleton) ServiceLocator (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
[Singleton] An instance of GlobalData is needed in the scene, so '(Global Singleton) GlobalData (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
[ServiceLocator] DialogueController: Located service and caching it.
[TimerServiceLocator] TimerManager: Created a new service in the scene.
All Devices: Generic Controller
Start Device: Generic Controller
Unloading 59 unused Assets to reduce memory usage. Loaded Objects now: 4145.
Total: 4.006317 ms (FindLiveObjects: 0.140871 ms CreateObjectMapping: 0.059869 ms MarkObjects: 3.609799 ms DeleteObjects: 0.194803 ms)
Running node TitleScreenIntroStart
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
The tree PineTree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree GrassyFlowers must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree WindFlower must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree GrassyFlowers must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree WindFlower must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree WindFlower Variant must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree GrassyFlowers must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTreeSnowy Variant must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree WindFlower must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTreeSnowy Variant must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree GrassyFlowers must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree Bush must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree PineTreeSnowy Variant must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree GrassyFlowers must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
The tree BushOrange must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
[ServiceLocator] UI: Located service and caching it.
UnloadTime: 2.194586 ms
[ServiceLocator] LevelController: Located service and caching it.
[Singleton] An instance of GameServiceLocator is needed in the scene, so '(Global Singleton) GameServiceLocator (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
[GameServiceLocator] CullingRegionManager: Located service and caching it.
[GameServiceLocator] LevelController: Located service and caching it.
[Singleton] An instance of QuickUnityTools.Audio.Soundscape+AmbientSoundManager is needed in the scene, so '(Global Singleton) QuickUnityTools.Audio.Soundscape+AmbientSoundManager (UnityEngine.GameObject)' was created with DontDestroyOnLoad.
[TimerServiceLocator] TimerManager: The cached service was null! Hopefully it was destroyed in a scene transition?
[TimerServiceLocator] TimerManager: Created a new service in the scene.
[TimerServiceLocator] Clearing the cached scene services.
[ServiceLocator] Clearing the cached scene services.
[GameServiceLocator] Clearing the cached scene services.
[TimerServiceLocator] TimerManager: Located service and caching it.
[ServiceLocator] LevelController: Located service and caching it.
[GameServiceLocator] LevelController: Located service and caching it.
[GameServiceLocator] AtmosphereController: Located service and caching it.
[ServiceLocator] PixelFilterAdjuster: Located service and caching it.
[Singleton] An instance of MusicManager is needed in the scene, so '(Resource Global Singleton) MusicManager(Clone) (UnityEngine.GameObject)' was loaded as a prefab with DontDestroyOnLoad.
[ServiceLocator] FPSCounter: Located service and caching it.
[ServiceLocator] UI: Located service and caching it.
Watered Plants: 0
Unloading 95 unused Assets to reduce memory usage. Loaded Objects now: 31235.
Total: 8.065343 ms (FindLiveObjects: 2.634139 ms CreateObjectMapping: 0.344549 ms MarkObjects: 4.837395 ms DeleteObjects: 0.248571 ms)
[GameServiceLocator] LevelUI: Located service and caching it.
[ServiceLocator] DialogueController: Located service and caching it.
Running node TucanStart
[GameServiceLocator] UI: Located service and caching it.
Running node FishBuyerStart
Running node TucanStart
Running node YellAtMayStart
Running node YellAtMayStart
Running node KidStart
Running node AuntStart
Running node AuntIntroStart
Running node AuntIntroEnd
Running node AuntStart
Running node AuntChat
Running node AuntRunOffStart
requesting resize 1920 x 1080
resizing window to 1920 x 1080
Desktop is 1920 x 1080 @ 60 Hz
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
Unloading 5 Unused Serialized files (Serialized files now loaded: 10)
UnloadTime: 33.231884 ms
[TimerServiceLocator] Clearing the cached scene services.
[ServiceLocator] Clearing the cached scene services.
[GameServiceLocator] Clearing the cached scene services.
[TimerServiceLocator] TimerManager: Created a new service in the scene.
[ServiceLocator] DialogueController: Located service and caching it.
All Devices: Generic Controller
Start Device: Generic Controller
Unloading 2836 unused Assets to reduce memory usage. Loaded Objects now: 4351.
Total: 8.991943 ms (FindLiveObjects: 0.375508 ms CreateObjectMapping: 0.234902 ms MarkObjects: 2.449949 ms DeleteObjects: 5.930329 ms)
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
StackAllocators :
[ALLOC_TEMP_MAIN]
Peak usage frame count: [0-1.0 KB]: 330 frames, [1.0 KB-2.0 KB]: 1 frames, [4.0 KB-8.0 KB]: 15855 frames, [8.0 KB-16.0 KB]: 6 frames, [32.0 KB-64.0 KB]: 5366 frames, [64.0 KB-128.0 KB]: 96473 frames, [256.0 KB-0.5 MB]: 4 frames, [0.5 MB-1.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 2 frames
Initial Block Size 4.0 MB
Current Block Size 4.0 MB
Peak Allocated Bytes 2.5 MB
Overflow Count 0
[ALLOC_TEMP_Loading.AsyncRead]
Initial Block Size 64.0 KB
Current Block Size 128.0 KB
Peak Allocated Bytes 128.0 KB
Overflow Count 0
[ALLOC_TEMP_Loading.PreloadManager]
Initial Block Size 256.0 KB
Current Block Size 0.5 MB
Peak Allocated Bytes 486.1 KB
Overflow Count 427
[ALLOC_TEMP_Background Job.Worker 8]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 6]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 0]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 10]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 9]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 5]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 14]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 6]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 4]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 3]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 12]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_EnlightenWorker] x 6
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 15]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 1]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 2]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 7]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_UnityGfxDeviceWorker]
Initial Block Size 256.0 KB
Current Block Size 260.0 KB
Peak Allocated Bytes 256.0 KB
Overflow Count 0
[ALLOC_TEMP_AssetGarbageCollectorHelper] x 11
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 5]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 9]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 13]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 8]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 7]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 1]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 2]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 3]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 11]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 10]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 41.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 0]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 4]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 168 B
Overflow Count 0
[ALLOC_TEMP_BatchDeleteObjects]
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 0 B
Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
Peak main deferred allocation count 13031
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 4 Subsections = 4096 buckets. Failed count: 1459992
32B: 25 Subsections = 12800 buckets. Failed count: 81134
48B: 43 Subsections = 14677 buckets. Failed count: 9953705
64B: 49 Subsections = 12544 buckets. Failed count: 139640
80B: 23 Subsections = 4710 buckets. Failed count: 45936
96B: 14 Subsections = 2389 buckets. Failed count: 63929
112B: 91 Subsections = 13312 buckets. Failed count: 34938
128B: 7 Subsections = 896 buckets. Failed count: 49145
[ALLOC_DEFAULT_MAIN]
Peak usage frame count: [8.0 MB-16.0 MB]: 1200 frames, [16.0 MB-32.0 MB]: 14622 frames, [32.0 MB-64.0 MB]: 69577 frames, [64.0 MB-128.0 MB]: 32639 frames
Requested Block Size 16.0 MB
Peak Block count 5
Peak Allocated memory 74.4 MB
Peak Large allocation bytes 0 B
[ALLOC_DEFAULT_THREAD]
Peak usage frame count: [8.0 MB-16.0 MB]: 416 frames, [16.0 MB-32.0 MB]: 758 frames, [32.0 MB-64.0 MB]: 20 frames, [64.0 MB-128.0 MB]: 49250 frames, [128.0 MB-256.0 MB]: 67594 frames
Requested Block Size 16.0 MB
Peak Block count 6
Peak Allocated memory 162.5 MB
Peak Large allocation bytes 85.5 MB
[ALLOC_TEMP_JOB_1_FRAME]
Initial Block Size 2.0 MB
Used Block Count 1
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
Initial Block Size 2.0 MB
Used Block Count 1
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
Initial Block Size 2.0 MB
Used Block Count 3
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
Initial Block Size 1.0 MB
Used Block Count 8
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
Peak main deferred allocation count 72
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 4 Subsections = 4096 buckets. Failed count: 1459992
32B: 25 Subsections = 12800 buckets. Failed count: 81134
48B: 43 Subsections = 14677 buckets. Failed count: 9953705
64B: 49 Subsections = 12544 buckets. Failed count: 139640
80B: 23 Subsections = 4710 buckets. Failed count: 45936
96B: 14 Subsections = 2389 buckets. Failed count: 63929
112B: 91 Subsections = 13312 buckets. Failed count: 34938
128B: 7 Subsections = 896 buckets. Failed count: 49145
[ALLOC_GFX_MAIN]
Peak usage frame count: [32.0 KB-64.0 KB]: 902 frames, [64.0 KB-128.0 KB]: 674 frames, [2.0 MB-4.0 MB]: 116462 frames
Requested Block Size 16.0 MB
Peak Block count 1
Peak Allocated memory 3.8 MB
Peak Large allocation bytes 0 B
[ALLOC_GFX_THREAD]
Peak usage frame count: [128.0 KB-256.0 KB]: 794 frames, [0.5 MB-1.0 MB]: 748 frames, [1.0 MB-2.0 MB]: 1 frames, [8.0 MB-16.0 MB]: 116495 frames
Requested Block Size 16.0 MB
Peak Block count 1
Peak Allocated memory 13.5 MB
Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
Peak main deferred allocation count 2893
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 4 Subsections = 4096 buckets. Failed count: 1459992
32B: 25 Subsections = 12800 buckets. Failed count: 81134
48B: 43 Subsections = 14677 buckets. Failed count: 9953705
64B: 49 Subsections = 12544 buckets. Failed count: 139640
80B: 23 Subsections = 4710 buckets. Failed count: 45936
96B: 14 Subsections = 2389 buckets. Failed count: 63929
112B: 91 Subsections = 13312 buckets. Failed count: 34938
128B: 7 Subsections = 896 buckets. Failed count: 49145
[ALLOC_CACHEOBJECTS_MAIN]
Peak usage frame count: [16.0 MB-32.0 MB]: 118038 frames
Requested Block Size 4.0 MB
Peak Block count 6
Peak Allocated memory 21.3 MB
Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS_THREAD]
Peak usage frame count: [1.0 MB-2.0 MB]: 417 frames, [2.0 MB-4.0 MB]: 746 frames, [4.0 MB-8.0 MB]: 5 frames, [8.0 MB-16.0 MB]: 402 frames, [16.0 MB-32.0 MB]: 101843 frames, [32.0 MB-64.0 MB]: 14625 frames
Requested Block Size 4.0 MB
Peak Block count 12
Peak Allocated memory 39.9 MB
Peak Large allocation bytes 0 B
[ALLOC_TYPETREE] Dual Thread Allocator
Peak main deferred allocation count 0
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 4 Subsections = 4096 buckets. Failed count: 1459992
32B: 25 Subsections = 12800 buckets. Failed count: 81134
48B: 43 Subsections = 14677 buckets. Failed count: 9953705
64B: 49 Subsections = 12544 buckets. Failed count: 139640
80B: 23 Subsections = 4710 buckets. Failed count: 45936
96B: 14 Subsections = 2389 buckets. Failed count: 63929
112B: 91 Subsections = 13312 buckets. Failed count: 34938
128B: 7 Subsections = 896 buckets. Failed count: 49145
[ALLOC_TYPETREE_MAIN]
Peak usage frame count: [0-1.0 KB]: 745 frames, [16.0 KB-32.0 KB]: 15077 frames, [32.0 KB-64.0 KB]: 102216 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 45.1 KB
Peak Large allocation bytes 0 B
[ALLOC_TYPETREE_THREAD]
Peak usage frame count: [16.0 KB-32.0 KB]: 47632 frames, [32.0 KB-64.0 KB]: 37391 frames, [64.0 KB-128.0 KB]: 33015 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 68.2 KB
Peak Large allocation bytes 0 B