Since one of the latest updates, we've taken a closer look at static memory usage on script modules and its limits.
I'm talking for example about:
Module: Mission; loaded 585x files; 809x classes; used 5753/33554 kB (17%) of static memory; defines: "DAYZ_1_29,PLATFORM_WINDOWS,DIAG,DIAG_DEVELOPER,KR_RUN_ALL_TESTS,CodeLock,sakhal,JM_CommunityFramework,CF_MODULE_CONFIG,CF_EXPRESSION,CF_
We've got approximately 100 MB of total static memory across all modules combined. This is pure sadness, because servers today are heavily modded, and more and more modders are building their own libraries or frameworks — and this trend isn't going away.
Because of this, these limits are going to get hit very fast. I checked my own core library against static memory usage, and it consumes ~4% of that 100 MB limit on its own.
Let's do some quick math, and we see that:
A regular mod with a medium amount of scripts consumes roughly 0.5-1.0% of the total budget. And I'm specifically not even talking about layers like 4_World, which already carries more load than any other layer, meaning the real memory impact of mods placed there is even higher than these numbers suggest.
Do the math, and you get only around 40 mods total that a server can actually run before hitting the wall.
This is not ok. Servers today are already hitting these limits — they have to choose between mods, they can't clean up or optimize away the bloat, their only real option is to REMOVE content, because of limits set decades ago.
Also, a few more points worth raising:
1_Core doesn't even get its own line in the static memory logs.
GameLib has JUST 2 MB of static memory total, and it's the tightest pool of all four by far.
Log strips defined defines, because Print function is bad (has limits in it for some reason)
Given all of this, you need to address this problem urgently, before it starts causing real problems for more and more of your players.