"Other" Memory usage (iOS)
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!
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
What is "other memory" usage in GSViewer?
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.
It's just an issue, or something.
@saladstraightshooter - See, I'm not the only one who wants to know this stuff
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
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.
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.
though after you get the package back you should (if you haven't already) delete the contents of the screensshotsFolder.
@};- MH
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.