Maximum amout of Vram / Ram on Ipad 1 thats uniable in-app

I’m making a catalog in unity and i have to load a lot catalog pages.

When i load like 50 images / catalog pages the Game / App crash when loading the scene.
Is there a strict limit, of how much RAM does a iOS App get ?

On My tests, you can’t reach much more than 100 Mb of RAM on iPad 1!!

As I understand it, VRAM is shared with system RAM. The iPad 1 has 256MB of RAM, but the OS is going to use around half of that, and after that it depends on recent apps that have been run (for example, Safari stays in RAM for a while and uses a ton of RAM, especially if the user has multiple pages open). There is no strict limit, just if an app uses too much, it gets Apple’s memory warnings and if nothing is done about them, the app is killed.

can’t you load all of the images into the resources folder and load them as you need them?

The problem is the speed and maybe the management of the images.
One image file are 3.1MB and thats the very optimized PVR file.

10 X 3.1 = 31Mb

50 X 3.1 = 155 Mb…

I need to load the images near instant.

How to realize a cashed version like 5 in each direction of skim through.

PVRTC is in either 2 bits per pixel or 4 bits per pixel compression. This means to get 3.1 mb of PVRTC data you would need ~6.5 - 13 million pixels. The max texture size available on iOS is 2048x2048 which if multiplied by 0.5 (for 4 bits per pixel or half a byte per pixel) would calculate out to ~2mb. I could be mistaken as we are not personally using them in our current project so I didn’t have any size to compare, but 3.1 megs seemed large for a PVRTC texture.

There could be something else at play here. What size are your textures? How did you get that 3.1 mb value? While loading 50 large textures in a giant block is going to be tough, and caching or using circular list to overwrite images further away (which could be loaded and decompressed asynchronously to save you frame rate hitches).

Save them out without an alpha channel for a higher quality render from pvr texture.

Original:
Type: tif
2480 x 3507
600Kb up to 9 Mb
Compressed :
Type: PVR
1024 x 1024
RGB 24 bit
3,1MB

PVRTC comes in 2 bpp and 4bpp modes.
RGB 24 is in 24bpp.

You can’t have something PVRT compressed AND in RGB 24, as they are two different formats.

If you don’t mind some quality loss from PVRT compressing them, you should be able to reduce your memory usage by about 5/6ths or 11/12ths, as 1 1024x1024 PVRT compressed image is ~ 512kb or 256 kb depending on the compression mode.
Other alternatives could be to use RGB 565 to save 33% of the space, but lower the colour range if you can, or just load them in on the fly. But it’s important to note that your images are not PVRT compressed if they are RGB 24 (or RGBA16, or RGBA32, or RGB565 or anything else not explicitly marked as PVRTC).