Hello. my unity project has baked animations into meshes using MeshAnimator package from asset store and they are around 300 GB and my whole project is 637 GB. when I open any scene (even an empty one) , my RAM usage maxes out also my pagefile usage is a lot (314 GB commit). my project takes 30 minutes to open. please help me disable loading baked animations on startup without deleting them.
my specs :
CPU : AMD Ryzen 9 7950X
RAM : Kingston 2x32GB (64 GB) 5200 MHz DDR5
GPU : no dGPU (using iGPU) (VRAM usage is around 10 GB when my project loads)
SSD1 : 3D NAND 1 TB NVME PCIE4.0
SSD2 : Crusial P5 Gaming SSD 2 TB NVME PCIE4.0
OS : Windows 11 Enterprise
screen resolution : 1920 x 1080 @ 75Hz
Maybe try the profiler or memory profiler?
Which unity version are you running?
P.s. I don’t think Unity is optimised for 600+GB projects, so that might just cause issues
If Windows is reporting that your integrated graphics is trying to use that much memory while loading the project then you need a dedicated graphics card. The 7950X’s integrated graphics is meant for an emergency to assist in determining the culprit of malfunction. I’d be surprised if it weren’t a major contributor to that 30 minutes.
You’re loading a very large project into a comparatively small amount of memory. I don’t believe it would be overkill at all to install another 64 GB if you’re able to do it with your motherboard. If 64 GB DDR5 modules existed I would recommend going as far as 256 GB.
Profiler only profiles gameplay. it doesn’t profile editor.
I use Unity 2023.1.0 a10
I tried Unreal 5 and Unigine but they make my frame rate 5 times worse than Unity. I am making a large scale battle medieval RTS game , my game genre is somewhere between these 4 games in terms of gameplay Ultimate Epic Battle Simulator 2, Stronghold 3, Age Of Empires 4 and Banished and in terms of graphics each character has a maximum vertex count of 65536 (limit for baking animations into meshes with MeshAnimator package from asset store).
My project used to use 50 GB RAM while opening it before I baked my animations into meshes and it opened in afew seconds ( 45 seconds max).
You can profile the editor
Not sure if the memory profiler also supports it, maybe not.
Sounds like a cool project btw!
I hope you are right. I ordered RX 7900XTX Saphire Nitro+ but it takes 1+ months from now to be shipped to me.
Once you get it make sure it’s not a model with the 110°C issue
it needs 314 GB of RAM (384 GB+) so I need to buy EPYC Genoa platform with a ton of RAM but it takes 27 months for me to be able to buy that system financially. I have enabled unlimited pagefile on NVME SSDs but I fear my SSDs degrade and eventually die.
I got it only because Refrence cards reach 110C. it is 50 percent more expensive than refrence RX 7900XTX in my country (germany).
Is this baking animation to textures and use to move the vertices ?
No. it bakes animations into meshes and changing meshes 30 times per second at runtime.
oh i see, this is a lot of mesh info. Have you considered baking to textures and play through vertex displacement ?
Hello Im having the same issue on my M1 Mac, I have to force quit Unity because it is using 200GB of ram, yet the project is only 44 GB on disk.
That does not matter, eg textures in RAM if uncompressed can be orders of magnitude larger than what seen on disk.
That said, 200GB is huge, usually get few GBs, so one thing to check is if there is a memory leak causing it. E.g. unreleased rendertextures used in loop etc
I did start seeing this problem after creating a mirror using a second camera and a render texture material…how do I avoid leaks? I was not aware I had to handle anything in that scenario.
Still better performance than Cities Skylines 2.
Do you create the render texture in code ?
I am also having the same problem on my M1 Mac, it sometimes uses 30 gb of RAM and the project size is only 7 gb.
impossible to figure out what the issue is.
start by providing more details about your project, what is inside a scene, if it does this only with one specific scene or it never works properly even in an empty scene
Every such problem is different. Don’t stir up old conversations and get everyone mixed up. Start your own thread, so replies for you are clear and distinct from somebody else’s issue.