this post was submitted on 19 Aug 2024
59 points (91.5% liked)
Linux
48216 readers
1476 users here now
From Wikipedia, the free encyclopedia
Linux is a family of open source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991 by Linus Torvalds. Linux is typically packaged in a Linux distribution (or distro for short).
Distributions include the Linux kernel and supporting system software and libraries, many of which are provided by the GNU Project. Many Linux distributions use the word "Linux" in their name, but the Free Software Foundation uses the name GNU/Linux to emphasize the importance of GNU software, causing some controversy.
Rules
- Posts must be relevant to operating systems running the Linux kernel. GNU/Linux or otherwise.
- No misinformation
- No NSFW content
- No hate speech, bigotry, etc
Related Communities
Community icon by Alpár-Etele Méder, licensed under CC BY 3.0
founded 5 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
When you control the memory allocation for Minecraft, you really only are configuring the JVM's garbage collector to use that much memory. That doesn't include any shared resources outside of the JVM, such as Java itself, OpenGL resources and everywhere else that involves native code and system libraries and drivers.
If you have an integrated GPU, all the textures that normally gets sent to a GPU may also live on your regular RAM too since those use unified memory. That can inflate the amount of memory Java appears to use.
A browser for example, might not have a whole lot of JavaScript memory used, couple MBs maybe. But the tab itself uses a ton more because of the renderer and assets and CSS effects.
This is interesting and infuriating, but I don't think this is quite right in my scenario. As I also observe the over-usage when running a server from console. There shouldn't be any GPU shenanigans with that, I hope.
There are stilly plenty of native libraries and the JVM itself. For instance, the networking library (Netty) uses off-heap memory which it preallocates in fairly large blocks. The server will spawn quite a few threads both for networking and for handling async chunk loading+generation, each of which will add likely multiple megabytes of off-heap memory for stack space and thread-locals and GC state and system memory allocator state and I/O buffers. And none of this is accounting for the memory used by the JVM itself, which includes up to a few hundred megabytes of space for JIT-compiled code, JIT compiler state such as code profiling information (in practice a good chunk of opcodes need to track this), method signatures and field layouts and superclass+superinterface information for every single loaded class (for modern Minecraft, this is well into the 10s of thousands), full uncompressed bytecode for every single method in every single loaded class. If you're using G1 or Shenandoah (you almost certainly are), add the GC card table, which IIRC is one byte per alignment unit of heap space (so by default, one byte per 8 bytes of JVM heap) (I don't recall if this is bitpacked, I don't think it is for performance reasons). I could go on, but you get the picture.