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Correct LTO RAM usage in compiling instructions (#4710)
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RevolNoom authored Mar 3, 2021
1 parent 7321b5b commit f4ef76f
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2 changes: 1 addition & 1 deletion development/compiling/compiling_for_linuxbsd.rst
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Expand Up @@ -147,7 +147,7 @@ manager.
If you are compiling Godot with GCC, you can make the binary
even smaller and faster by adding the SCons option ``use_lto=yes``.
As link-time optimization is a memory-intensive process,
this will require about 3 GB of available RAM while compiling.
this will require about 7 GB of available RAM while compiling.

.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
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2 changes: 1 addition & 1 deletion development/compiling/compiling_for_windows.rst
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Expand Up @@ -144,7 +144,7 @@ dependencies. Running it will bring up the Project Manager.
If you are compiling Godot with MinGW, you can make the binary
even smaller and faster by adding the SCons option ``use_lto=yes``.
As link-time optimization is a memory-intensive process,
this will require about 3 GB of available RAM while compiling.
this will require about 7 GB of available RAM while compiling.

.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
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2 changes: 1 addition & 1 deletion development/compiling/optimizing_for_size.rst
Original file line number Diff line number Diff line change
Expand Up @@ -140,7 +140,7 @@ and MSVC compilers:

scons p=windows target=release tools=no use_lto=yes

Linking becomes much slower with this option, so it should be used only for
Linking becomes much slower and more RAM consuming with this option, so it should be used only for
release builds.

Stripping binaries
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