MV Memory Leak issue, 'Bug' report...
1 - No plug-ins, new Project from completely updated 1.3.1 version, stand-alone on a 64-bit, Windows 10 PC
2 - Already reported; this is the closest I could find (Could these 'official' Bug Reports be grouped somewhere, to help searching for 'em..? Just a suggestion...).
3 - I noticed this when testing a Windows-deployed Game for someone. After a short time (just the first screens of what should have been a fairly long, playable Demo...), the Game would crash (simply disappear from the screen...). Upon investigation, I noticed, by watching the Details of Memory though the Win 10 Task Manager that the 'Game.exe' memory usage increased by about 50 Mb at every screen change. It was easy to spot; even simply opening and closing the Menu screen would have the usage build up. Once approaching 4 Gb (not hard to do with 50Mb per Battles, and other screen updates...), the programme would simply disappear from both screen and Task Manager.
I tested this out on my own Projects, both in deployed form, and under the Editor, with exactly the same result. I have created an 'empty', minimum Project; this displays the same behaviour.
I was somewhat suspicious of this fatal '4 Gb' barrier, as that indicates to me (retired IT Manager...) a limit to 32-bit handling somewhere. I therefore tried having the MV 'Game.exe' run in Compatibility mode. The Mode that worked best was Vista, Service Pack 2, although XP SP 3 worked, too. Running in these conditions kept the memory use to a very reasonable level of a few Mb, with slight increases on changing screens, and a frequent memory reduction (something not seen running as native, 64-bit Win 10...). Running the RPGMV Editor in Compatibility mode gave similar results.
My conclusions..? There would appear to be something that runs badly under 64-bit, ramping up memory and not restoring it. This mis-handling seems to be 32-bit, as, when the addressing limit of approx 4 Gb is reached, a fatal crash occurs, with no warning. It can be alleviated by running under 32-bit conditions, where the memory is better (but not perfectly...) handled, being often released. It still cumulates, but at a very much slower rate, and could only become threatening in a very long, continuous, play sequence.
4 - Error report..? None
5 - Bug replication..? Run a new Project on a Win 10, 64-bit OS, and watch detailed memory use (Task Manager, Detail tab...). Play test the Project, and toggle the Menu screen on and off. Observe the memory use increasing in bounds of approx 50 Mb. Continue until 4 Gb is reached (it won't be...).
6 - A Sample Project (59 Mb...) can be found on my Google Drive, here ...
Memory_1.zip ...
Thanks for your attention, hoping this helps; meanwhile...
Have a nice day
Douglas