Operating system or device, Godot version, GPU Model and driver (if graphics related):
Windows 10 x64, Godot git latest, Quadro K5000m, Latest NVIDIA driver
Issue description:
Ni Mate script works perfectly, but the memory consumed by Godot keep increasing steadily without stopping, as it is shown in the included video. Possibly a memory leak.
Steps to reproduce:
Ni Mate software is free and can be operated without an actual sensor (e.g. Kinect) by using the built it recorded capture to test.
Link to minimal example project:
NiMate.zip

Guys?! You're gearing up for beta and no one even commented on this issue? This is serious memory leak here!
Please consider this. I did my homework and included full description with sample project and it's really easy to test.
jay3d commented 2 days ago
IF anyone wants to debug what may be causing a leak, feel free to give it a try
on Linux, valgrind with memcheck is a nice alternative to debug leaks, also LLVM has tools for this.
Unfortunately, memory leak detection tools on Windows are very rare, I tried Dr.Memory but it crashes miserably with Godot :(
@jay3d MIcrosoft used to have App Verifier and umdh, maybe one of those can u help debug.
Ok, latest Godot compiled with VS 2017 doesn't show any memory leak, but only when compiled with Mingw64 GCC 7.2.0, I have to try to compile it with Clang to see if any memory leaks occur.
this may have been solved by @hpvb 's recent fix to the GDScript VM, so confirmation welcome
If it didn't happen with MSVC it's almost certainly the scoping issue of the dispatch code that was fixed.
@jay3d Any updates on this? Can you still reproduce this with current master or can this be closed?
Assuming fixed, please comment if it's not the case.
Most helpful comment