when it happen in firefox, close the browser... and start firefox again...
happen more often on 32 bit version of browser that on 64 bit version of browser... for know what version of browser you use with firefox, click "Help" and then "over Firefox"...
for the tech people, a quote who somehow explain why it happen : " This is not the bitness of the operating system that matters, but the bitness of the browser that the user is using. For example, many users still run 32-bit Firefox on a 64-bit system, which means that the theoretical maximum memory available for the browser process is 4GB. Note that the heap memory should also be continuous, while allocation/deallocation of big chunks can eventually make this memory fragmented. So even though there might be lot of free memory available for the browser process within those theoretical 4GB, there might still be no continuous block of enough size. The problem often occurs when the game tab is reloaded multiple times."
in short, if you refresh often with a 32 browser, you will hit these "web gl out of memory fast"... from time to time, close the browser and open it again...
Having several tab open increase the issue too... tab use the same process... better to have a several windows that tab since windows are a own process who can address 4gb memory each in 32 bit browser on 64 bit OS... open firefox 32 bit one time for viking only, open a second firefox 32 bit for the other things ...
same with 64 bit firefox, issue will happen after a very long time ( days with browser running ) since the garbage collector in unity will create memory fragmentation with time
Thanks for this ... it is my laptop that is having problem with Opera and Vivaldi ... even after clearing browser, restarting the computer and having only the one window and one tab open for the game ... (and well was only my laptop that I did the recent windows update, which seems that had nothing to do with the problem.)for the tech people, a quote who somehow explain why it happen : " This is not the bitness of the operating system that matters, but the bitness of the browser that the user is using. For example, many users still run 32-bit Firefox on a 64-bit system, which means that the theoretical maximum memory available for the browser process is 4GB. Note that the heap memory should also be continuous, while allocation/deallocation of big chunks can eventually make this memory fragmented. So even though there might be lot of free memory available for the browser process within those theoretical 4GB, there might still be no continuous block of enough size. The problem often occurs when the game tab is reloaded multiple times."
This is NOT a player based issue.it is both... lot of player are using 32 bits browser on 64 bit OS... maximum size of a process is 2 gb... if plarium was to increase the memory for unity webgl, it will increase the issue... the reserved webgl memory need to be in one piece but soon or later, it become fragmented due to how garbage collector work in unity...
anesfan said:
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if i can do it on a 10 year old computer with xp, every computer can do it
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so, work can be done on both side for improve the game experience but increase the memory reserved for unity opengl will only make the problem worse... was is needed is optimization on both side
I have been using a 32-bit PC with a 1G GPU, 4G RAM and a Intel Core 2 processor for a long time. The game was slower in response to actions as clicking tasks etc. But I could run two profiles at once with no big disadvantage.
Now I am on a 64-bit system always running latest 64-bit browsers. 8G GPU RAM, 16G System RAM, high end M.2 OS disk etc.
I have a separate profile for Vikings in Firefox / Chrome etc. where I have few to no plugins / enable disable some on need.
Still: Memory faults are coming frequently. The worst thing is to scan kingdom. After some minutes of looking around the game always crashes due to memory fault.
Quite often there is also a lot of flickering in the game. For example looking at the event windows it is impossible to scroll them cause game keeps re-painting every 0.5 second or so. Same goes for invaders etc. This is usually toward the end of events, and has perhaps been improved by last update.
But - memory fault persist.