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Is there a way to tell the Linux kernel to only use a certain percentage of memory for the buffer cache? I know /proc/sys/vm/dropcaches can be used to clear the cache temporarily, but is there any permanent setting that prevents it from growing to more than e.g. 50% of main memory?The reason I want to do this, is that I have a server running a Ceph OSD which constantly serves data from disk and manages to use up the entire physical memory as buffer cache within a few hours. At the same time, I need to run applications that will allocate a large amount (several 10s of GB) of physical memory. Contrary to popular belief (see the advice given on nearly all questions concerning the buffer cache), the automatic freeing up the memory by discarding clean cache entries is not instantaneous: starting my application can take up to a minute when the buffer cache is full (.), while after clearing the cache (using echo 3 /proc/sys/vm/dropcaches) the same application starts nearly instantaneously.(.) During this minute of startup time, the application is faulting in new memory but spends 100% of its time in the kernel, according to Vtune in a function called pageblockpfntopage.
I'm starting an isometric engine and so far I've decided on using isocubes as the base unit (visually looks like a hex tile shape but is tesselated like a diamond tile). For flat tiles (e.g. Floor) this reduces to a usual diamond shape but the cube boundaries allow (e.g.) wall segments to be entirely constructed within one tile (instead of using multiple diamond shapes to construct it). I am happy with this currently from a level design perspective.However, looking forward, I'm thinking about the troubles of layering moving graphics (e.g. Players) within the scene specifically when doing highly interactive tasks like walking through doors. The solution presented (often briefly) in the materials I have read online seems to involve careful design of tiles and marking of over-unders.The problems I see with this approach are that: a) the solution is non-generic so tiles need to be carefully constructed and therefore, b) more work is required, and c) complex 3d shapes would be prohibitively complex.I was wondering about using a Z-Buffer?
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