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Steam News6 June 202628d ago

Out Of Memory - FIXED

Firstly... Thank you for reporting the memory leak issue. I absolutely need people to report issues like this, rather than ignoring them and hoping it will just get fixed.

Full notes

Full Unknown Horizons update

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What changed

2 fixes0 additions0 changes0 removals
  • Performance
  • Fixes
fixedFirstly... Thank you for reporting the memory leak issue. I absolutely need people to report issues like this, rather than ignoring them and hoping it will just get fixed.
fixedFor those who are interested, there was a function that was representing data to be rendered when it wasn't necessary, and this was happening every frame, so the higher the framerate, the more memory was being eaten... I fixed it with some checks and caching, and memory use is now much closer to what it should be (about 800MB, instead of what I saw in my testing, which hit 8.1GB at one point ːsteamthumbsdownː)

Unknown Horizons changes

fixedFirstly... Thank you for reporting the memory leak issue. I absolutely need people to report issues like this, rather than ignoring them and hoping it will just get fixed.
fixedFor those who are interested, there was a function that was representing data to be rendered when it wasn't necessary, and this was happening every frame, so the higher the framerate, the more memory was being eaten... I fixed it with some checks and caching, and memory use is now much closer to what it should be (about 800MB, instead of what I saw in my testing, which hit 8.1GB at one point ːsteamthumbsdownː)

Firstly... Thank you for reporting the memory leak issue. I absolutely need people to report issues like this, rather than ignoring them and hoping it will just get fixed.

As my focus is currently on the Early Access build, I failed to fully test the latest build of the demo after transferring it to using OpenGL, and that's on me. Lesson learned.

v0.0.24-PROTOTYPE is now ready to test. I checked this one better.

Sorry!

For those who are interested, there was a function that was representing data to be rendered when it wasn't necessary, and this was happening every frame, so the higher the framerate, the more memory was being eaten... I fixed it with some checks and caching, and memory use is now much closer to what it should be (about 800MB, instead of what I saw in my testing, which hit 8.1GB at one point ːsteamthumbsdownː)

Source

Steam News / 6 June 2026

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