"Other" Memory usage (iOS)

jeakjeak Member Posts: 5
edited January 2012 in Working with GS (Mac)
I'm trying to reduce the memory usage in a game. I'm going to run my images through image alpha, but the big area of memory usage is in "other". I have a general question, 'Any tips on reducing this area of memory use' (I've done a search and can't find anything conclusive), but also some specifics;

1. How much do particle systems affect 'other' memory'

2. I have a couple of actors that wait off screen for 60-200 seconds. Would it better to spawn them using another actor at the required time?

thanks!

Comments

  • kolabokolabo Member Posts: 240
    Seeing as nobody has answered, I'll repeat the question 'cause I really would like to know the answer:
    What is "other memory" usage in GSViewer?




  • ChunkypixelsChunkypixels Member Posts: 1,114
    edited January 2012
    I believe the question of what "other" memory includes, has been asked a number of times over the past couple of years... and never really been answered.

    It would be really useful to developers to know what it is... as it can often be more than the "game engine" memory, and can be as much as 30% of used memory from my own experience.

    Obviously to fully optimise our games better, we need to know what every bit of memory is, so that we can better juggle with it, and reduce it if needed. It should be a relatively simple task for a GS representative to speak to the engine coders and put together a brief description of what "other" memory includes, and it would be of a significant benefit to the community.
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    One thing - from my experience, GS Viewer is showing you very high RAM usage for Others even if you open a new, blank project. Try it.

    It's just an issue, or something.
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited January 2012
    Don't quote me on this, but i believe "other" memory has something to do with the GameSalad viewer itself, and it's Lua type framework. Whether or not it is reduced when you build your app is a question I cannot answer, I would assume it would since it is not used in your final build, but I don't know for sure.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Agreed, knowing what's going on in the viewer is a pretty basic bit of info that we should all be informed of.

    @saladstraightshooter - See, I'm not the only one who wants to know this stuff ;)

  • drentekdrentek Member, PRO Posts: 25
    Agreed, agreed. We need to know.
  • MotherHooseMotherHoose Member Posts: 2,456
    1. haven't a clue about particles … consider them as intrinsic in the actorBehaviors loaded at sceneLoad

    2. as all actors/their images/their behaviors … in the scene are in the sceneLoad … whether on-screen or not …
    it would probably be best to spawn those off-screen actors
    especially good, as TSB pointed-out, to have those actors with large# of rules spawned

    ImageOptim and ImageAlpha are great … for best results do on the .app you get back from GS publishing

    So much Agree that our Need to Know should not be limited! Even if the explanations/answer wont affect anything … We would be better informed and feel we were knowledgeable!

    @};- MH
  • drentekdrentek Member, PRO Posts: 25
    edited January 2012
    Exactly, will my app run on a 3rd gen device or 4th. It's quite important. Regarding the particle effect though I made an empty project with only loads particles and didn't seem to notice a significant difference of ram usage.
  • gamedivisiongamedivision Member Posts: 807
    @drentek
    yeah you'll prob need to reduce all your particles down if not remove some,no fault of yours but gamesalad is inherently a poor performer.why hasnt gs commented on this post yet people are asking questions,and this particular question has been asked lots of times and never been answered.how many posts does it take.or are people complaining about your answers so your not going to answer,same as the roadmap,what a ridiculous excuse for not posting a roadmap,because people are complaining that features are not released on the roadmap.thats really easy to solve,release the features that are on the roadmap,i mean come on the money you guys ask for pro,for 3 updates a year is a joke,all the other updates are to fix the bugs from the releases because you didn't test the build properly.
    like i said 6 months ago,stop with the trimmings and fix the machine first,then build on solid foundations,and what did you do,add trimmings and did nothing to the engine.and if you think preload art and image flip is fixing the engine then i give up completely.because performance is still your biggest problem.and it outweighs anything you give in return.
    im sure the die hard fans and sous will rip me to bits,but no one likes the truth.
  • drentekdrentek Member, PRO Posts: 25
    Bump
  • SAZ_1SAZ_1 Member Posts: 397
    edited February 2012
    sorry but yea i have to agree.. would be good to know what it really is... i was playing a few games made in corona the other day and the load times in that software are next to none, for that reason alone its probably really important we try and reduce load times... using single scenes etc. is a good temp fix and i do know they posted that the new build will feature up to 10x faster loading which will make it next to nothing as well... BUT it would still be good to know to hep optimise our apps :)
  • drentekdrentek Member, PRO Posts: 25
    Sigh, So just finished my game after 5 months of work...or so I thought. Now I know that GS does not destroy actors properly I have had to scrap particles and remake the game with recycling actors instead. This means that the layer system cannot be used properly without a ridiculous amount of work and added ram usage as you cannot use the spawn actor behaviour. It's properly weird that GS have not responded to this thread. I don't want to bash GS as I love the community vibe and help from other users is always there but how can they expect us to renew our Pro memberships when destroy does not work and they haven't clarified what other 50-100mb of ram is after 2 years of people asking. Please inform us and let us know when to expect a fix.
  • 3xL3xL Member Posts: 676
    Hopefully when gs switches to Xcode, things will get better :)
  • bazookaBenbazookaBen Member Posts: 318
    @MotherHoose

    you mentioned, that for ImageOptim / ImageAlpha,

    "for best results do on the .app you get back from GS publishing"

    i think you meant to say, compress the images before publishing to the GS servers. It's impossible to use ImageOptim to dig into a compiled .app file.
  • MotherHooseMotherHoose Member Posts: 2,456
    right you are @bazookaBen! … do just before you publish

    though after you get the package back you should (if you haven't already) delete the contents of the screensshotsFolder.

    @};- MH
  • ShadowMoonShadowMoon Member Posts: 146
    still no answer for this?
  • ChunkypixelsChunkypixels Member Posts: 1,114
    Maybe GameSalad themselves dont even know what "Other" memory is!

    I cant really see any other reason why they wouldnt have told us by now... theres been enough threads over the years asking about it....
    this is the kind of thing that really needs an explanation and a place in the GS Wiki/Cookbook/Documentation.
  • FallacyStudiosFallacyStudios Member Posts: 970
    I find it funny that this thread STILL hasn't been answered. I'd like to know what Other is. It is using almost more memory than all the others combined, yet I have no way to fix it because GS hasn't told us what it is.
  • JoeBJoeB Member Posts: 160
    So what is the "other" memory when I test my game on the GS viewer?
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited August 2013
    Don't resurrect old threads just make a new one please. The other on the memory is related to the viewer simulator. To see actually memory usage make an adhoc and use Xcode instruments to see the real usage of your game. I have a video on how to do this. Just click the tutorials in my signature.
  • JoeBJoeB Member Posts: 160
    Thanks! I will look at your tutorial right now
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