In considering performance in real systems, scalability must be uppermost in the designer's mind.
The Cut The Crap software has been designed to be both lightweight and scalable.
For example, the minimum read-write store size is 56K bytes, whilst the write-once store starts out at 8K bytes.
Yet both stores can access terabytes of data.
When Windows NT was announced I was present at a technical presentation where it was stated :
Hey, memory is cheap, we don't have to worry about it anymore.
That attitude has been responsible for the resource hungry systems developed since. Sure, memory might be cheap, but it still takes some time to read a 64Mb dll from a hard drive.
Cut The Crap software can access large persistent object models without requiring a huge Java VM.
In fact to the contrary, in general it is recommended that you limit the size of the java VM. Certainly, no more than 20Mb is required to work effectively with huge object stores.
The only element that requires a significant chunk of memory is the offscreen graphics handling in InterActor. You'll need to allow around 4 bytes per pixel of your screen resolution. So for a 1600 * 1200 screen, InterActor will use ~8Mb if its window is fully maximmised.