Here's a snipped version of a post I made some time back on the subject...
----------------
"Mama Don't Let Your Replay Files Grow Up to Be Monsters"
<snipped my drivel>
It seems that GPL doesn't quite like the idea of an 80MB replay file in a
128MB GPL server, and it had a rather unceremonious way of
letting us know it.
<more snipped>
With thanks to Randy [Cassidy of Papyrus], here's part of what he had to say
on the subject:
----
"From experiments I performed on Win95, it seems that Windows will only ever
allow a single running program to have as much as half the physical memory
in the computer. This includes the program, its data, and the pieces of
the operating system that it uses. Once a program tries to use more than
this, Windows seems to page other parts of that program (or its data) out
to disk, even if there are few other demands on memory....
Using a 64M replay buffer on a 128M system will be well beyond the point at
which Windows will swap out other parts of GPL as the replay grows. If
you're not noticing any significant performance degradation with a replay
buffer this large, then you'll probably not notice any with an even larger
replay buffer. (The parts of GPL that Windows will be swapping out will
most likely be old replay data anyway).
Be careful making the replay buffer extremely large, though. My machine at
work (PII-400, 128M) often crashed when I tried to save large replays
(>20M). If the replay is 64M, GPL 1.0 might ask Windows to write a single
64M block of memory to disk in one operation. Windows, or the BIOS, choked
very badly on this about 80% of the time, leading to a system crash (not
just a GPL crash). (The 1.1 patch will address this issue)."
----
So our experience now adds an underscore to Randy's cautionary comments.
We're now back to using 48MB replay buffers, despite earlier discussions
with others who reported success with replay files as large as 90MB. My
guess is that if you appear to be having success with a replay buffer that
large, you just haven't filled it up yet. You have to *host*, not join, a
long event, capture a lot of graphic effects, and have a large field before
you fill replay buffers of that magnitude.
Jack Rambo