Out of Memory in standalone player, but works in editor and development build

Hi,
I have a project with a lot of large textures (~7000x4000 transparent png), loaded dynamically from filesystem at program start. Theses textures are put into plane meshs for a 2D game.

While this works in editor and in development build, it fails in standalone player, crashing with “system out of memory”. Although the sequence of texture loading is always the same, the program crashs not always at loading the same texture, but nearly everytime at a different one.

Any idea or suggestion what I could try? Is there some “texture memory pool size” I could increase?

Thanks!

PS: System is Windows, tried with 2022.3.10f1 and 2022.3.22f1

Fixed :slight_smile: the build script was set for 32bit target. It’s now using StandaloneWindows64 instead of StandaloneWindows.

I wonder why it worked with development build then.

Keep in mind that each image, when loaded as uncompressed 32-bit RGBA will use ~107 MB of memory. So if you use a dozen or a little more of these a GPU with only 2 GB VRAM will struggle.

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