I could be wrong, but I was pretty sure I've had over 1 gig.
I had the most luck by moving asteroids very far either left, or right... but not up and down as well. So 0,55000 as opposed to 55000,55000.
Infinity swells Eufloria to quite a size, I think that's approaching 1 gig of memory needed.
I was just randomly generating asteroids around the place to test if my map sizing function could prevent the level from crashing if they won't all within the sending distance of each other.
I'm setting my spacer asteroid along the x axis to the distance from the world origin to the furthest corner of a bounding box around a rectangle of a given width & height (the minimum size the level should be) which is then extended to encompass any asteroids outside this rectangle.
I'm also creating an asteroid at the world origin and setting it's send distance to reach the centre of the spacer asteroid (after changing the three global variables mentioned earlier in this thread to this value). The purpose of this asteroid is to have it connected to all the other asteroids in the level, as Eufloria doesn't seem to like it when all the asteroids aren't within send distance of one another when the level is created. This would mean that you could set the send distances in the level setup when using the Gravity Engine, rather than setting them in the level logic as is currently required.
I just had a quick read through the level setup for Infinity and it looks like all your asteroids are within ±54000 xy units from the world origin, and your spacer asteroid is 65000 x units away from the world origin.
I don't remember checking how much memory was used when I played Infinity, but considering that it's still just over a quarter the size of the ±132761 unit map I doubt it uses anywhere near a gig of memory.
BTW, why do you set your the spacer asteroid to be 5000 units away from the x axis?
@dragoonreas: I just noticed your screenshot, and that you, too, play this game on a Mac w/ Parallels Desktop.
Nice to see that I’m not the only one 
Greetings, Tom
Yep.

When I'm on my Mac Pro I use Parallels, but I have to use Boot Camp when I play on my MacBook Pro.
I actually designed my
Recursion map in JavaScript using
Apples Quartz Composer, and then ported it (manually) into Lua Script. I'm not sure how much quicker it was to develop this way rather than going straight to Lua Script and testing it in Eufloria, but I do like how I can seen any changes I make to the JavaScript in the Quartz Composition reflected in the viewer as soon as I do them.

I'll attach the Quartz Composition so you can take a look if want.