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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - XCom2 crashes with SIGSEGV on radeonsi"
href="https://bugs.freedesktop.org/show_bug.cgi?id=94984#c11">Comment # 11</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - XCom2 crashes with SIGSEGV on radeonsi"
href="https://bugs.freedesktop.org/show_bug.cgi?id=94984">bug 94984</a>
from <span class="vcard"><a class="email" href="mailto:nhaehnle@gmail.com" title="Nicolai Hähnle <nhaehnle@gmail.com>"> <span class="fn">Nicolai Hähnle</span></a>
</span></b>
<pre>This is an instance of the bug where we run into the kernel-imposed limit of
64K mmaps, see also <a class="bz_bug_link
bz_status_NEW "
title="NEW - [Tonga] ARK: Survival Evolved crashes on savegame load. Out of Memory"
href="show_bug.cgi?id=94726">bug 94726</a>. They're not necessarily GL buffer objects, as
internal buffers can contribute as well. In any case, this is non-trivial to
fix.
It seems like reducing the graphics quality might work around the problem in
the meantime. There is also a potential workaround-patch attached to <a class="bz_bug_link
bz_status_NEW "
title="NEW - [Tonga] ARK: Survival Evolved crashes on savegame load. Out of Memory"
href="show_bug.cgi?id=94726">bug 94726</a>,
but it doesn't seem to actually work around the problem here.
Thanks Edwin for giving me access to a live game where this bug occurs, and
thanks Moritz for reporting the bug in the first place!</pre>
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