# Changing graphics engines

**URL:** https://forum.revolutionarygamesstudio.com/t/changing-graphics-engines/616
**Category:** Programming
**Created:** [June 27, 2019, 5:33pm UTC](https://forum.revolutionarygamesstudio.com/t/changing-graphics-engines/616 "2019-06-27T17:33:01Z")
**Posts on this page:** 1
**Showing post:** 29

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [August 24, 2019, 7:50am UTC](https://forum.revolutionarygamesstudio.com/t/changing-graphics-engines/616/29 "2019-08-24T07:50:43Z")

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The high memory usage was due to each organelle loading its texture (instead of there being one copy). There is now a partially working solution (I think it causes everything to be loaded exactly twice):

> **[Resource caching doesn't work](https://discourse.bsframework.io/t/resource-caching-doesnt-work/499/9?u=hhyyrylainen)**
>
> Adding file = std::filesystem::absolute(file); stopped the memory usage constantly climbing. However it looks like the memory usage settles about 100MB higher than in my tests with that basic caching I tried. So it might be the case that something...

Fixing this properly needs a bunch of changes to the resource import process to create a manifest file. The good news is though that there was no memory leak related to bsf. However I did find one small(ish) memory leak, that is now fixed in Leviathan.

I’m also working on moving my custom hacky bsf setup, to be supported in bsf directly: [https://github.com/GameFoundry/bsf/pull/391](https://github.com/GameFoundry/bsf/pull/391)

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