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Don't Starve Together Memory Report

The document contains a log of the startup process for the game 'Don't Starve Together' on a Windows 11 system. It includes system memory details, process memory usage, and various initialization steps, such as loading files and setting up network connections. Several warnings and errors are noted, including issues with loading certain files and user data.
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0% found this document useful (0 votes)
14 views6 pages

Don't Starve Together Memory Report

The document contains a log of the startup process for the game 'Don't Starve Together' on a Windows 11 system. It includes system memory details, process memory usage, and various initialization steps, such as loading files and setting up network connections. Several warnings and errors are noted, including issues with loading certain files and user data.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

[00:00:00]:

System Memory:
Memory Load: 25%
Available Physical Memory: 24396m/32706m
Available Page File: 28215m/37826m
Available Virtual Memory: 134213456m/134217727m
Available Extended Virtual Memory: 0m
[00:00:00]:
Process Memory:
Peak Working Set Size: 37m
Working Set Size: 37m
Quota Peak Page Pool Usage: 253k
Quota Page Pool Usage: 253k
Quota Peak Non Paged Pool Usage:18k
Quota Non Paged Pool Usage: 18k
Page File Usage: 6m
Peak Page File Usage: 6m
[00:00:00]: PersistRootStorage is now APP:Klei//DoNotStarveTogether/
[00:00:00]: Starting Up
[00:00:00]: Version: 658642
[00:00:00]: Current time: Mon Mar 17 21:41:02 2025

[00:00:00]: Don't Starve Together: 658642 WIN32_STEAM


[00:00:00]: Build Date: 3147
[00:00:00]: Mode: 64-bit
[00:00:00]: Parsing command line
[00:00:00]: Command Line Arguments:
[00:00:00]: Initializing distribution platform
[00:00:00]: Initializing Minidump handler
[00:00:00]: ....Done
[00:00:00]: Steam AppBuildID: 17612164
[00:00:00]: ....Done
[00:00:00]: PersistUserStorage is now APP:Klei//DoNotStarveTogether/207673350/
[00:00:00]: Fixing DPI
[00:00:00]: ...Done
[00:00:00]: THREAD - started 'GAClient' (1936)
[00:00:00]: CurlRequestManager::ClientThread::Main()
[00:00:00]: ProfileIndex:2.73
[00:00:00]: Mounting file system databundles/[Link] successful.
[00:00:00]: Mounting file system databundles/[Link] successful.
[00:00:00]: Mounting file system databundles/[Link] successful.
[00:00:00]: Mounting file system databundles/anim_dynamic.zip successful.
[00:00:00]: Mounting file system databundles/[Link] successful.
[00:00:00]: Mounting file system databundles/[Link] successful.
[00:00:00]: Mounting file system databundles/[Link] successful.
[00:00:00]: THREAD - started 'IC' (11976)
[00:00:00]: Texture Streaming: ENABLED
[00:00:00]: Texture Streaming: DISABLED
[00:00:00]: Threaded Renderer: ENABLED
[00:00:00]: THREAD - started 'SimUpdateThread' (3232)
[00:00:00]: THREAD - started 'RenderThread' (5636)
[00:00:01]: [Connect] PendingConnection::Reset(true)
[00:00:01]: Platform: 1
[00:00:01]: Network tick rate: U=15(2), D=0
[00:00:01]: [Warning] Authorized application D:\Games\Steam\steamapps\common\Don't
Starve Together\bin64\dontstarve_steam_x64.exe is not setup in the firewall.
[00:00:01]: Authorized application D:\Games\Steam\steamapps\common\Don't Starve
Together\bin64\dontstarve_steam_x64.exe is now enabled in the firewall.
[00:00:01]: could not load ping_cache
[00:00:01]: THREAD - started 'StreamInput' (15496)
[00:00:01]: Offline user ID: OU_76561198167939078
[00:00:01]: SteamID: 76561198167939078
[00:00:01]: THREAD - started 'AsynTextureLoadthread' (4888)
[00:00:01]: THREAD - started 'AsynTextureLoadthread' (12872)
[00:00:01]: HardwareStats:
OS
name Microsoft Windows 11 Professionnel
version 10.0.26100
platformSpecific SP 0.0
architecture 64 bits
CPU
clockSpeed 3696
name Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz
manufacturer GenuineIntel
numCores 6
features SSE,SSE2,SSE3,SSSE3,SSE41,SSE42,AVX
RAM
megsOfRam 32768
GPU
megsOfRam 4095
videoModeDescription 5820 x 1080 x 4294967296 couleurs
name NVIDIA GeForce RTX 3070
driverVersion 32.0.15.7270
driverDate 20250303000000.000000-000
refreshRate 100

[00:00:01]: cGame::InitializeOnMainThread
[00:00:01]: WindowManager::Initialize
[00:00:01]: CreateWindow: Requesting 1280,720 - 5/6/5 - -1/-1/-1 - 0
[00:00:01]: CreateEGLContext: 12 configs found
[00:00:01]: 0: 8/8/8 - 0/ 0/ 0 - 0
[00:00:01]: 1: 8/8/8 - 0/16/ 0 - 0
[00:00:01]: 2: 8/8/8 - 0/24/ 0 - 0
[00:00:01]: 3: 8/8/8 - 0/24/ 8 - 0
[00:00:01]: 4: 5/5/5 - 0/ 0/ 0 - 0
[00:00:01]: 5: 5/5/5 - 0/16/ 0 - 0
[00:00:01]: 6: 5/5/5 - 0/24/ 0 - 0
[00:00:01]: 7: 5/5/5 - 0/24/ 8 - 0
[00:00:01]: 8: 8/8/8 - 8/ 0/ 0 - 0
[00:00:01]: 9: 8/8/8 - 8/16/ 0 - 0
[00:00:01]: 10: 8/8/8 - 8/24/ 0 - 0
[00:00:01]: 11: 8/8/8 - 8/24/ 8 - 0
[00:00:01]: GLInfo
[00:00:01]: ~~~~~~
[00:00:01]: GL_VENDOR: Google Inc.
[00:00:01]: GL_RENDERER: ANGLE (NVIDIA GeForce RTX 3070)
[00:00:01]: GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)
[00:00:01]: GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)
[00:00:01]: THREAD - started 'WindowsInputManager' (4484)
[00:00:01]: OpenGL extensions (19, 19):
[00:00:01]: GL_ANGLE_depth_texture
[00:00:01]: GL_ANGLE_framebuffer_blit
[00:00:01]: GL_ANGLE_framebuffer_multisample
[00:00:01]: GL_ANGLE_instanced_arrays
[00:00:01]: GL_ANGLE_pack_reverse_row_order
[00:00:01]: GL_ANGLE_texture_compression_dxt3
[00:00:01]: GL_ANGLE_texture_compression_dxt5
[00:00:01]: GL_ANGLE_texture_usage
[00:00:01]: GL_ANGLE_translated_shader_source
[00:00:01]: GL_EXT_read_format_bgra
[00:00:01]: GL_EXT_robustness
[00:00:01]: GL_EXT_texture_compression_dxt1
[00:00:01]: GL_EXT_texture_format_BGRA8888
[00:00:01]: GL_EXT_texture_storage
[00:00:01]: GL_OES_get_program_binary
[00:00:01]: GL_OES_packed_depth_stencil
[00:00:01]: GL_OES_rgb8_rgba8
[00:00:01]: GL_OES_standard_derivatives
[00:00:01]: GL_OES_texture_npot
[00:00:01]: GL_MAX_TEXTURE_SIZE = 16384
[00:00:01]: GL_MAX_TEXTURE_IMAGE_UNITS = 16
[00:00:01]: GL_MAX_RENDERBUFFER_SIZE = 16384
[00:00:01]: GL_MAX_VIEWPORT_DIMS = 16384, 16384
[00:00:01]: GL_MAX_VARYING_VECTORS = 10
[00:00:01]: GL_MAX_VERTEX_ATTRIBS = 16
[00:00:01]: GL_MAX_VERTEX_UNIFORM_VECTORS = 254
[00:00:01]: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4
[00:00:01]: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221
[00:00:01]: 4 compressed texture formats
[00:00:01]: texture format 0x83f0
[00:00:01]: texture format 0x83f1
[00:00:01]: texture format 0x83f2
[00:00:01]: texture format 0x83f3
[00:00:01]: Renderer initialize: Okay
[00:00:02]: AnimManager initialize: Okay
[00:00:02]: Buffers initialize: Okay
[00:00:02]: cDontStarveGame::DoGameSpecificInitialize()
[00:00:02]: GameSpecific initialize: Okay
[00:00:02]: cGame::StartPlaying
[00:00:02]: AppVersion::GetArchitecture() x64
[00:00:02]: LOADING LUA
[00:00:02]: DoLuaFile scripts/[Link]
[00:00:02]: DoLuaFile loading buffer scripts/[Link]
[00:00:02]: taskgrouplist: default Together
[00:00:02]: taskgrouplist: classic Classic
[00:00:02]: taskgrouplist: cave_default Underground
[00:00:02]: taskgrouplist: lavaarena_taskset The Forge
[00:00:02]: taskgrouplist: quagmire_taskset The Gorge
[00:00:02]: Running [Link]

[00:00:02]: Could not load modindex


[00:00:02]: ModIndex: Beginning normal load sequence.

[00:00:03]: Event data unavailable:


lavaarena_event_server/lavaarena_achievement_quest_defs
[00:00:03]: Failed to load skilltree file itself!
[00:00:03]: Trying to apply online cache of skilltree data..
[00:00:03]: Which also failed. This error is unrecoverable. Skill tree will be
cleared.
[00:00:18]: LOADING LUA SUCCESS
[00:00:18]: PlayerDeaths could not load morgue
[00:00:18]: PlayerHistory could not load player_history
[00:00:18]: ServerPreferences could not load server_preferences
[00:00:18]: ConsoleScreenSettings could not load consolescreen
[00:00:18]: bloom_enabled true
[00:00:18]: EnableShadeRenderer: true
[00:00:18]: OnFilesLoaded()
[00:00:18]: OnUpdatePurchaseStateComplete
[00:00:18]: Klump load on boot started.
[00:00:18]: Klump files loaded: 0
[00:00:21]: Load FE
[00:00:25]: Load FE: done
[00:00:25]: THREAD - started 'FilesExistAsyncThread' (2128)
[00:00:25]: FilesExistAsyncThread started (26598 files)...
[00:00:25]: OnLoadPermissionList:
APP:Klei//DoNotStarveTogether/207673350/client_save/[Link] (Failure)
[00:00:25]: OnLoadPermissionList:
APP:Klei//DoNotStarveTogether/207673350/client_save/[Link] (Failure)
[00:00:25]: OnLoadUserIdList:
APP:Klei//DoNotStarveTogether/207673350/client_save/[Link] (Failure)
[00:00:25]: [MOTD] Downloading info from [Link]
game=dst&platform=STEAM&locale=MA&lang=french&version=658642
[00:00:25]: Check for write access: TRUE
[00:00:25]: Check for read access: TRUE
[00:00:25]: Available disk space for save files: 64503 MB
[00:00:25]: ModIndex: Load sequence finished successfully.
[00:00:25]: Reset() returning
[00:00:26]: Do AutoLogin
[00:00:26]: [Steam] Auth Session Ticket requested...
[00:00:27]: [MOTD] Done Loading.
[00:00:27]: [MOTD] Downloading image for box8 from
[Link]
[00:00:27]: [Steam] Got Auth Session Ticket
[00:00:28]: ... FilesExistAsyncThread complete
[00:00:29]: [200] Account Communication Success (3)
[00:00:29]: Cached userid (null) saved to
APP:Klei//DoNotStarveTogether/207673350/client_save/cached_userid
[00:00:29]: Logging in as KU_yfPFl5Fp
[00:00:31]: [MOTD] MOTDImageLoader: Downloaded image: ../data/images/motd_box8.tex
[00:00:31]: [MOTD] Downloading image for box4 from
[Link]
[00:00:33]: saved APP:Klei//DoNotStarveTogether/207673350/client_save/pricing_cache
[00:00:33]: There is no active event to get the status of.
[00:00:33]: could not load pending_keyvalues_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_cookbook_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_plantregistry_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_generic_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_skilltree_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook0_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook1_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook2_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook3_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook4_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook5_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook6_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook7_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook8_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook9_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook10_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook11_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook12_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook13_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook14_prod
[00:00:33]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/keyvalue_scrapbook15_prod
[00:00:33]: could not load inventory_cache_prod
[00:00:34]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/inventory_cache_prod
[00:00:34]: saved
APP:Klei//DoNotStarveTogether/207673350/client_save/inventory_cache_prod_sig
[00:00:34]: [MOTD] MOTDImageLoader: Downloaded image: ../data/images/motd_box4.tex
[00:00:34]: [MOTD] Downloading image for box7 from
[Link]
[00:00:35]: [Workshop] ItemQuery got this many results: 0, matching: 0
[00:00:35]: [Workshop] ModQuery got 0 results
[00:00:35]: [Workshop] ItemQuery finished all queries, moving to download phase
[00:00:35]: [Workshop] ItemQuery finished downloading everything
[00:00:37]: [MOTD] MOTDImageLoader: Downloaded image: ../data/images/motd_box7.tex
[00:00:37]: [MOTD] Downloading image for box5 from
[Link]
[00:00:40]: [MOTD] MOTDImageLoader: Downloaded image: ../data/images/motd_box5.tex
[00:00:40]: [MOTD] Downloading image for box9 from
[Link]
[00:00:43]: [MOTD] MOTDImageLoader: Downloaded image: ../data/images/motd_box9.tex
[00:00:55]: [SetItemOpened_Complete Success:200]
{"Error":false,"UserID":"KU_yfPFl5Fp","Modified":1742247716.1454809,"ItemID":509264
799264459873}

[00:01:14]: [Workshop] ItemQuery got this many results: 0, matching: 0


[00:01:14]: [Workshop] ModQuery got 0 results
[00:01:14]: [Workshop] ItemQuery finished all queries, moving to download phase
[00:01:14]: [Workshop] ItemQuery finished downloading everything
[00:06:01]: Getting display mode: Querying display 1 [of 1]
[00:06:01]: \: 5820, 1080, 100
[00:06:07]: Getting display mode: Querying display 1 [of 1]
[00:06:07]: \: 5820, 1080, 100
[00:06:13]: Small Textures: DISABLED
[00:06:13]: EnableShadeRenderer: true
[00:06:14]: [Workshop] ItemQuery got this many results: 0, matching: 0
[00:06:14]: [Workshop] ModQuery got 0 results
[00:06:14]: [Workshop] ItemQuery finished all queries, moving to download phase
[00:06:14]: [Workshop] ItemQuery finished downloading everything
[00:06:16]: Getting display mode: Querying display 1 [of 1]
[00:06:16]: \: 5820, 1080, 100
[00:06:23]: [Workshop] CancelDownloads for all pending downloads
[00:06:23]: Collecting garbage...
[00:06:23]: lua_gc took 0.07 seconds
[00:06:23]: ~ShardLuaProxy()
[00:06:23]: ~cEventLeaderboardProxy()
[00:06:23]: ~ItemServerLuaProxy()
[00:06:23]: ~InventoryLuaProxy()
[00:06:23]: ~NetworkLuaProxy()
[00:06:23]: ~SimLuaProxy()
[00:06:23]: [Workshop] CancelDownloads for all pending downloads
[00:06:23]: lua_close took 0.08 seconds
[00:06:23]: [Workshop] CancelDownloads for all pending downloads
[00:06:23]: [Steam] Auth ticket cancelled
[00:06:23]: CurlRequestManager::ClientThread::Main() complete
[00:06:23]: HttpClient2 discarded 0 callbacks.
[00:06:23]: Shutting down

Common questions

Powered by AI

Challenges during data loading in "Don't Starve Together" include failures in loading skilltree or mod data, which can cause disruptions in gameplay features and personalization options. The game attempts to handle these by applying online caches or resetting to default states, but failures like those in loading skill tree or mod indexes lead to unrecoverable errors, thus clearing the data . This process highlights a fallback mechanism aimed at maintaining operational stability, though it may require a compromise on feature availability and could demand further troubleshooting for a complete resolution.

Multithreading processes optimize game performance by distributing workloads across different CPU threads, allowing simultaneous execution of tasks, which reduces lag and increases responsiveness. In "Don't Starve Together", threads like 'RenderThread', 'SimUpdateThread', and 'AsynTextureLoadthread' are integral; they handle rendering, simulation updates, and asynchronous texture loading, respectively . By compartmentalizing these tasks, the game can efficiently manage resources, maintain a smooth frame rate, and deliver a seamless gaming experience, even with demanding graphical or computational loads.

The OpenGL version and available extensions are vital for supporting and enhancing game features as they define the graphical capabilities that the game can utilize. OpenGL ES 2.0, used in this context, supports essentials for 3D graphics, but it's the specific extensions like GL_ANGLE_framebuffer_blit and GL_EXT_texture_storage that enhance rendering quality and performance, allowing the game to use advanced graphical effects and efficient memory usage . These elements provide flexibility for developers to implement complex visual features, improve rendering speed, and increase overall graphical fidelity, directly impacting the user's visual experience and the game's aesthetic quality.

The system manages disk space for game save files by checking available disk space before proceeding with save operations, confirmed to be 64503 MB in this case . This availability ensures that there's adequate space for current and future save data. To maintain data integrity, the game performs checks for read and write access as well as implements a sequence of saving operations for different types of data, such as player history and skill trees, into separate key-value stores. Each save operation is confirmed as successfully completed, minimizing the risk of data loss or corruption .

The initialization of textures and the rendering threads are crucial for graphical performance as they determine how efficiently graphics are loaded and displayed. Enabling texture streaming allows textures to be loaded as needed, optimizing memory use and preventing stutter during gameplay. Similarly, a threaded renderer processes multiple operations in parallel, improving the speed and smoothness of rendering graphics. This setup minimizes graphical delays and enhances user experience by maintaining a consistent frame rate and responsive visual feedback during gameplay .

Failing to load critical files like modindex or skill trees can significantly impact gameplay and user experience by disabling certain functionalities the player might expect. For instance, the inability to load modindex can prevent custom modifications from being applied, limiting gameplay customization and potentially leading to player frustration. Similarly, failing to load skill tree data results in those features being unavailable, which could disrupt progression elements and diminish the strategic depth players can explore. Moreover, such failures can lead to a loss of game stability, causing crashes or erratic behavior, thus degrading the overall experience .

Compatibility between window managers and EGL contexts is essential for initializing the game window, as it dictates the graphical interface's smooth functioning and compatibility with various display technologies. The setup in "Don't Starve Together" involves selecting from 12 EGL configurations that vary by color depth and buffer sizes, ensuring optimal visual quality and performance based on the system's hardware capabilities . This flexibility helps accommodate different systems while maintaining graphical integrity, facilitating a broad user base engagement through adaptable technology support.

Network settings, including tick rate and firewall configurations, are critical for a seamless multiplayer experience in "Don't Starve Together". A lower upload tick rate of 15, compared to the download rate, may reduce the frequency at which the game state is synchronized across players, potentially leading to latency issues . If the executable isn't initially authorized in the firewall, it could prevent necessary communications until permissions are corrected, causing connectivity disruptions. Proper configuration and balancing of these network elements ensure real-time interactions and reduce the likelihood of play-affecting lag or disconnections, thus enhancing the overall collaborative gameplay .

The CPU and GPU significantly influence the game's performance and graphical quality. A CPU like the Intel Core i5-9600K, with 6 cores and 3696 MHz clock speed , provides the necessary processing power for complex computations and multitasking in "Don't Starve Together". The NVIDIA GeForce RTX 3070 GPU, with advanced features like the ANGLE OpenGL ES renderer and a high video RAM capacity , ensures high visual fidelity and efficient handling of graphical tasks. These hardware components, by supporting high resolutions and refresh rates, enhance both the aesthetic and functional aspects of the gaming experience.

The memory load, reported at 25%, and the availabilities of physical, page, and virtual memory are indicators of the system's current resource utilization and capability to handle processes. A 25% memory load with substantial available memory, such as 24396 MB of physical and 134213456 MB of virtual memory, suggests the system is not constrained and can efficiently handle additional processes or applications like "Don't Starve Together" without significant performance degradation . This ensures that the game can smoothly execute complex operations without frequent access to slower storage solutions such as a hard drive, which would occur if memory resources were limited.

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