@Iglarion, your game is a sidescroller right? Have you tried ent_purge big models/textures that the player has passed?

@Superku, how much memory does task manager say your game/project is using?
Maybe you can debug your problem with dx debug runtime;
https://www.microsoft.com/en-us/download/details.aspx?id=6812
https://msdn.microsoft.com/en-us/library/windows/desktop/bb173355(v=vs.85).aspx
https://legalizeadulthood.wordpress.com/2009/06/28/direct3d-programming-tip-5-use-the-debug-runtime/

Originally Posted By: Dooley

Also, I believe you can go up to 500 with your nexus. I know the manual recommends keeping it lower, but I think that was written a long time ago... this could give you some extra needed memory.
, this does not seem to work for me (maybe because I dont use blocks but only models in my maps/.wmb). Cutting all normal maps in half is so far the best one for me since it doesn't decrease visual quality much. Also I noticed that Shade-C uses a noticeable amount of extra memory (probably for shadowmaps etc).

I found this quote also informative:
Quote:

In case you're not familar with address space starvation, on a 32-bit operating system, each executable has 4GB of address space to use, between 0x00000000 and 0xffffffff. The top 2GB is reserved by the operating system, some address ranges are reserved (E.g. the low 64KB (I think? Maybe more?)), and the EXE file and all the various system DLLs loaded into the process usually means that a single application has around 1GB to 1.5GB of free space to use for the heap (At most, the address space could be fragmented meaning there's not one contiguous chunk of memory that size).
(https://www.gamedev.net/topic/616046-d3dxcreatecubetexture-fails-with-e-outofmemory/)

Lastly found another A8 developer that had this problem to and solved it (maybe it helps):
https://steamcommunity.com/app/336200/discussions/0/618453594750526027/