the ancient wrote:
its emptying ram
RAM doesn't work like that.
RAM stands for Random Access Memory, which means you can read/write to any address at the same speed as any other. Which means it doesn't matter
where your program data is held within memory, if you have enough RAM, then you have enough RAM. If you have 32GB of RAM, then trying to gain performance by "freeing up RAM" won't do you any good.
The actual performance gain you'll get from closing other programs (again, if you already have enough RAM) is from freeing up CPU cycles, although with modern multi-core CPUs you'll get less of an advantage from doing this than you would with a much older machines with fewer or just one core.
Like I've already said, GL's biggest bottleneck is in bandwidth. Just keep an eye on your network connection, or Chrome's devtools network tab when you're scanning or npcing. You'll see it transfers an immense amount of data for such a simple game. If you have a poor internet connection then you'll be sat waiting for a while.
Network aside, things like the planet tab contain a lot of information - information that needs to be rendered by the browser each time something changes. Guess what? Rendering a web-page is mainly a single-threaded operation. That is, very hard to parallelize.
The only real way you'll see a performance gain in GL is when either Dan or your browser developers optimize things on their ends.
btw, my system specs, in case you're interested.
i7 7700k @ 5.2 GHz
64GB Kingston HyperX
Asus ROG Maximum IX Extreme
2 x GTX 980 OC Edition running in SLI
Bunch of NVMe SSDs
Housed in a Phanteks Primo with a dual rad custom watercooling loop.
Oh and RGB everything.