I dont get it. I triple checked all my project’s assets. Same compression settings of textures, images, FBX models and sounds, same overall setup compared to Unity 1.7. But the app is consuming more then 8 MB of ram more then with the old Unity version. I’m over 40MB now, this is not acceptable!
Of course there is going on a lot. .NET 2.0 (tried 2.0 subset as well), networking, animations and so on…but it’s still the same old stuff then in my Unity 1.7 project.
Is there anything else I could try or check? The instruments allocation tool is not helping to me, at least I cant find any special memory spike. No images or sounds or stuff like these.
I guess…but that’a only a guess…the game is using much more memory now when loading FBX models with and without animations. Of course compression is activated as well as frame reduction.
I’m clueless. If I dont find the reason I have to go back to Unity 1.7. Bye bye retina display…nooooo…
Here is a screenshot of the allocation instrument…but dont believe the 33.97MB value…when using the activity monitor it shows the real value…about 45MB. No idea why there is such a huge difference between the instruments:
Hi,
Unity 3.0 is still beta and many optimizations are going to come with next betas/RCs. Currently it is known that OGLES 2.0 path requires some more bytes comparing to the OGLES 1.1.
We would happy to see your project as performance regression test case. If you submit it, please PM me your case number.
Thanks!
thanks for your reply! I would love to give you access to my project’s asset server…but my publisher will no be amused if I do so I guess. At least not without any kind of NDA.
By the way, I’m using OpenGL ES 1.1, not 2.0 and I believe, as a result from hours of debugging with the allocation instrument, the main difference to Unity 1.7 is FMOD’s basic memory consumption. This is about ~6MB from the very first start of the application (so even without any initialization). I do not know how much OpenAL took but this could be a reason for some of my missing MB’s.
Hi,
if you see +X MB from app start even before initialization then it probably means your app binary has increased in size. Have you compared your app main binary size Unity iPhone 1.7 vs Unity 3.0 ?
Regarding sounds, please check if you have “streamed” flag set on your compressed sounds, that will ensure that sounds don’t get decompressed into RAM.