We always target to make highest resolution apps for iPAD
We just test with iPAD3,4
Apps will easy crash when vram > 290 MB with ~1200 drawcalls (maximum is 330 MB with drawcall ~ 350)
At that time real RAM on iPAD is around 480-510 MB (0.5 GB)
I wonder that is there any way to increase that value. I think iPAD 3.4 have 1 GB RAM, so we may can use around 0.75 GB, not just 0.5GB
Another question, does anyone test with iPAD air?
How is maximum vram in iPAD air? How is iPAD air performance?
Does the app crash in the traditional sense, or is it killed by iOS because available memory is getting low? On iOS you have no way of knowing how much memory is available to your application - there might be many other apps that are all using memory.
I think my apps is killed by iOS. I monitored apps RAM using Instrument.
I always kill all other apps when testing.
It will crash when RAM reach 470-510 MB
I guest Unity3D control memory not good enough even I already use GC.Collect() function
Because if I don’t use AR mode, apps never crash with vram around 290-330. But if I turn on AR mode, then turn back to 3D mode, apps will easy to crash
If I reduce the vram (resize texture) to under 200MB, this time RAM will under 400MB, then apps never crash if switch between 3D/AR mode
I’m currently try to find where is the peak of vram, ram when using both AR and 3D mode.
By the way, I would like find some native code to release memory when I get “didReceiveMemoryWarning” from iOS
Is there any one have experience about it?