As the load of modded textures drives the memory use to the 4GB limit, the partial Working Set figure tends to report somewhere around 3.1GB, but this varies, and can only be used as a rough indicator. This is only a partial figure for the total amount of memory in use by Skyrim, and cannot be relied upon as an indicator of true memory usage, which cannot easily be determined.
Skyrim will crash at or around a reported 3.1 gigabytes of RAM usage, which is fairly widely known.After seeing some recent discussions on the Nexus forums, we figured that we hadn't adequately publicized those results, which are the following: ~ z929669 Talk 01:25, J(MDT)Ī couple months ago we did a detailed investigation into reports that Skyrim falls apart when it starts to use at or around 3.1 gigs of RAM, and what might contribute to that. (Search using "4GB" on this thread for some useful info that still does not answer this question).
#Skyrim running 32 bit on 64 bit full#
The following pertains to limits inherent to 32-bit applications running in a 64-bit Windows environment, which are effectively similar to the 32-bit OS limitations mentioned above however, it is not clear to me whether or not a large address aware (LAA) 32-bit application has access to a full 4GB of "private" VAS or if this is effectively a combination of private:shared VAS as above.
This means that Skyrim is inherently limited likewise on 32-bit Windows. The private:shared VAS ratio can be increased from the standard 1:1 ratio (2GB:2GB) to a 3:1 ratio (3GB:1GB) by using the IMAGE_FILE_LARGE_ADDRESS_AWARE flag. The memory limits on 32-bit windows are somewhat different and by default, applications are limited to 2GB of "private" virtual address space (VAS) and up to 2GB more of "shared" VAS. At the time, there was much interest amongst key players in the Bethesda modding community to convince them otherwise. The following notes were created well before Bethesda began any talk of updating the game engine to be natively compatible with a 64-bit architecture.