Questions tagged [memory]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
1 vote
1 answer
102 views

Creating a Renderer class using SFML

I currently have a Renderer class, which as in the example code, looks like this: ...
BOOM's user avatar
  • 11
1 vote
0 answers
612 views

Untracked memory in Unity's Profiler

I am working on doing a memory optimization pass on a fully developed game on Unity2021.3.16f1. I am trying to figure out what's the pain point and for that, I need help. Before sharing the profiler I'...
Syed Munim Raza's user avatar
1 vote
1 answer
315 views

How to prevent memory hacks?

For cheating or maybe just making some trainers, it's possible for hackers to read and update variables directly in the game's memory. Is this something that can simply be prevented, or is the answer ...
virtouso's user avatar
  • 2,588
3 votes
1 answer
2k views

Rotating a Unity Texture2D 90/180 degrees without using GetPixels32 or SetPixels32? (To avoid heap fragmentation)

I have a script which is loading a photo from path into a texture (photoThumbT2D), then rotating it: ...
mike's user avatar
  • 481
0 votes
0 answers
300 views

Directx12 command list reset close memory leak

I simply reset and close the command list but my memory usage goes up 5 gb per second. This is the simple list of things I do Reset command buffer Close command buffer Reset command allocator I feel ...
Roveldo's user avatar
  • 50
0 votes
0 answers
199 views

Unity sprite takes 5 times more memory in profiler

So as stated I have a sprite that when compressed takes 2 MB. But when I look into the memory in the profiler, it says that the sprite uses 10 MB! This happens both when I profile in the unity editor ...
bobthesnob's user avatar
3 votes
1 answer
596 views

Should you avoid memory allocation and deallocation while the game is running?

I recently read this answer on this site, which says the following: making sure no allocation/deallocation is being done while the game is running is a golden rule of thumb. I interpret this as ...
JensB's user avatar
  • 147
0 votes
2 answers
502 views

If I create a prefab out of an object on scene will my game take more memory in Unity?

If I create a prefab out of an object on scene will my game take more memory in Unity? I have 30 enemies on my scene. I created a prefab for every one of them. I am going to use each of the created ...
qqqqqqq's user avatar
  • 268
4 votes
1 answer
2k views

What is happening during queue_free() process?

From time to time, I encounter a hard-to-reproduce bug with a similar line of code: ...
pietrodito's user avatar
2 votes
1 answer
985 views

How do signals work when queue_free is called?

Consider this setup: * KinematicBody2D (Player) |- Sprite (icon.png) |- VisibilityNotifier2D With Player.gd: ...
pietrodito's user avatar
1 vote
1 answer
636 views

How to debug UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY error on an iOS device?

How does one debug this Xcode error on an iOS device? Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY
ina's user avatar
  • 284
1 vote
1 answer
192 views

Right way to dispose of a WWW IEnumerator after it has completed - Unity

What is the "right" way to dispose of an Ienumerator coroutine after it has completed?
ina's user avatar
  • 284
0 votes
0 answers
70 views

Running into memory issues during procedural generation

I'm procedurally generating a map of hex cells and creating a variety of paths along this grid. As I'm creating these paths every about 10 runs of the game, Unity is running out of memory while ...
Jeremy's user avatar
  • 15
1 vote
0 answers
43 views

How can I remove sprites when they are outside viewport, but then add them again if I return to their location to save memory

I'm creating an open-world RPG like Neverwinter nights. But I’m worried about memory and am afraid if I just populate a huge world with physics based sprite nodes, I won't have any memory for anything ...
Mugs's user avatar
  • 111
0 votes
1 answer
50 views

In unity i have this code that has to make a lot of allocation but no new variables are creates, but still the RAM usage just keeps climbing

So I have this code that has four for-loops inside each other, so there are a lot of actions, but no new Space should be needed. Still, when trying to run this, Unity stops responding and in the Task-...
samurzl's user avatar
5 votes
1 answer
974 views

How do open world game engines allocate memory?

My troubles I've been trying to create a game engine but since I am not well experienced in C++ I am having trouble deciding on how to load new scenes efficiently level by level or just an open world. ...
user avatar
4 votes
2 answers
985 views

String storage in game engine

I've been designing the memory management module for my game engine, including things like custom allocators and when it came to allocating memory for strings I kinda got stuck. What I mean by strings ...
wookie's user avatar
  • 41
0 votes
1 answer
1k views

C++:Segmentation fault (core dumped) while creating gameobject

i made a small code to debug and i get this error player inherit from gameobject code ...
younlok's user avatar
  • 19
0 votes
1 answer
299 views

C++: passing gameobject as a parameter and then into vector

firstly iam used to java and new to c++ so maybe this will looks a noob's question i will explain this and give a pseudo code and then c++ just so you can understand me i have a player class which ...
younlok's user avatar
  • 19
8 votes
4 answers
5k views

Mechanics to keep mobs and environment alive without using tons of memory?

I'm working on a server for a little mobile MMORPG. This consists mainly of two important features: mobs and environment resources like trees, rocks etc. The world is randomly generated and each time ...
genaray's user avatar
  • 517
2 votes
0 answers
664 views

Using shared memory instead of marshalling for C++ native plugins in Unity?

So I'm a C++ developer who has been playing with C# for a week or two in order to get acquainted with Unity, and I'm curious about the marshalling process used to transfer data for use in C++ native ...
Jon's user avatar
  • 534
0 votes
2 answers
480 views

How do I download audio resources and cache them?

I am developing a game in Unity 2019. The instructions of the game must be translated into several languages. Currently they are part of the compilation, but this makes the compilation very large. I ...
Jaime Roman's user avatar
1 vote
1 answer
68 views

Memory tracker allocates while outputting results

I've written a memory tracker for use in my game engine. I based it on this slide in a talk by Nicolai Josuttis. One problem I'm having is that, during reporting, the implicit string conversion and ...
Casey's user avatar
  • 2,000
1 vote
2 answers
465 views

Disposing objects when changing screens

I'm making my first game with LibGDX and Box2D, and I've realized that the memory used increases when I change screens. It starts from 150MB and progressively reaches 850. How should I deal with this? ...
xmac's user avatar
  • 17
1 vote
0 answers
211 views

Estimate an AssetBundle size in RAM

I'm working on a small tool on top of the Asset bundle browser to estimate how much size in RAM a bundle will take so I can put a hard limit / validation before a bundle is submitted to version ...
Omar Guendeli's user avatar
1 vote
2 answers
998 views

Unreasonably large memory use with high-res screenshot script

I'm using this piece of code to save renders and I'm saving renders in every frame inside Update(). Code: ...
Maifee Ul Asad's user avatar
0 votes
0 answers
44 views

How to find the source of a memory leak in a Blockchain + Node.js game

We have been working in a Node.js game, part of a game network, which seems to be working slower and slower as you keep it open, as well as it seems to increase the RAM and CPU usage over time. We ...
Chris Russo's user avatar
1 vote
1 answer
180 views

For PC game development with Visual Studio, how do AAA developers reconcile their dozens-of-GB games with VS's 4 GB memory limits?

As far as I understand it, Visual Studio is the de-facto standard for Windows development in C# and C++, but it is limited by the fact that it's a 32-bit application and thus only has access to 4 GB ...
TheHans255's user avatar
0 votes
1 answer
53 views

Memory Management when changing Game States [closed]

I am just wondering what are some of the issues of loading and freeing the memory every time player changes the game state? Or is it better to load all the resources at once?
Kirill Saidov's user avatar
0 votes
2 answers
193 views

Any advantage of having chunks with sizes by the power of two?

With my past experience of having my little game lag because of the size of the world, I have decided that in whatever next project I might choose to create, I will split said world into chunks. Now ...
Pipi Caca's user avatar
  • 101
1 vote
1 answer
253 views

Vulkan - preallocating chunks of memory and resource memory requirements

I would like to allocate a bigger chunk of memory and then suballocate from it but I don't fully understand how memory requirements work, is there a chance that when I allocate a piece of device local ...
Werem's user avatar
  • 148
1 vote
1 answer
205 views

How did older games manage their sprites? [closed]

I’m aware that older games would reuse sprites as much as possible (Like the bushes and clouds in Mario, or slime and red slime in dragon quest), how did they manage their sprites? Did they preload ...
Acorn's user avatar
  • 273
0 votes
1 answer
676 views

How do open world games handle efficiently enemy respawn?

I'm currently working on a 2D open world game loaded in chunks, initially I thought It would be sufficient to spawn entities randomly in a specific "radius" close to the player, and periodically ...
Row Rebel's user avatar
1 vote
1 answer
2k views

Memory is not getting freed on Destroy()

Manager script(simple script attached to an empty GameObject on scene) on Start() instantiates 1000 default cubes with rigidbody component added and gravity check ticked. ...
metamorphling's user avatar
-1 votes
1 answer
94 views

Static variable pre-declaration & memory heap expansion in Unity

When I profile my apps, I make sure that the code like this one: private void Update(){ int count = GetEnemyCount(); } get's converted to this one: ...
Jacob's user avatar
  • 2,522
0 votes
1 answer
100 views

Let both clients know of complete game-state in turn-based game?

I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach. Each player has 5 cards on hand. I want for both players to be able to replay ...
Whyser's user avatar
  • 103
1 vote
1 answer
1k views

How can I make a custom memory allocation for classes with virtual methods? [closed]

I want to create a custom allocator that stores objects to the heap sequentially. The allocator itself is very simple. It just allocates a big chunk of memory and moves an offset as ...
k_kaz's user avatar
  • 125
3 votes
1 answer
6k views

How to properly manage memory in SDL2?

I have yet another question regarding SDL2. I have some drawSprite & drawBackround & ...
Eyesight Technology's user avatar
2 votes
2 answers
2k views

How can I read values from a running instance of an existing game? [closed]

I play an indie flight simulation game in Windows. I want to add a specific feature by means of creating a third-party add-on. This apps will "link" and gather current altitude and position data from ...
Arief Eko W.'s user avatar
1 vote
0 answers
602 views

How to load data from stbi allocated memory into java managed memory?

LWJGL3 provides me with simple wrappers around nothings' stb libraries. In order to load images I thus make use of the stb_image wrapper. My issue is that when I use this wrapper library, all I get ...
dot_Sp0T's user avatar
  • 2,012
1 vote
0 answers
44 views

Unity inconsistent memory profiling when running same scene

I'm in the making of a 2D silhouette style game where I'm trying basically 2 setups: One where it consists only of sprites, One where it consists of a mix of sprites and meshes with NO texture. Now,...
agiro's user avatar
  • 269
1 vote
1 answer
899 views

Unity engine memory usage issue - taking up more than it should

I'm making a 2D game that consists mostly of sprites. As a lot of them were too large in file size, I swapped them into meshes with unlit materials without textures. Now, The problem is that Unity by ...
agiro's user avatar
  • 269
0 votes
1 answer
426 views

Efficient Dynamic Memory Management

My world is procedurally generated. As the player moves, chunks behind them are unloaded and chunks in front of them are loaded. Each chunk has a mesh of triangles. At the moment, I create two VBOs ...
Lucien's user avatar
  • 1,146
2 votes
2 answers
1k views

Voxel Game - High Memory and CPU Usage

I am currently developing a voxel game and I had recently noticed that the game from startup is at around 2GB of memory. Currently I am rendering 14 x 14 chunks as shown: I did a profile on the game ...
AtomProgrammer's user avatar
2 votes
1 answer
594 views

How can I build a data structure that will persist across saves/loads in GameMaker version 8.1 and earlier?

I wish to build data structures such as trees, linked lists, graphs, stacks, queues, etc. in Game Maker. However, the concept of object in Game Maker Version 8.1 and older does not have a reliable ...
user64742's user avatar
  • 290
2 votes
0 answers
92 views

Are there well-known tools for chasing down VRAM & GTT memory leaks? [closed]

Problem. I have inherited a large C++ 3D graphics codebase (with some shader code). The program runs for about 1-5 minutes before crashing. Problem Data. Using system tools, one can see a sharp rise ...
George's user avatar
  • 141
12 votes
1 answer
2k views

How do I know if memory isn't being handled right?

My (2D) game's memory footprint seems to increase any time I load a texture, e.g. when I start my game it uses 30 mb private RAM, after transversing a ~367mb background file, so it's all in RAM at ...
Patrick Jeeves's user avatar
1 vote
0 answers
87 views

Memory usage increasing ~10kb every frame [closed]

I am currently developing a game for Android (using the SDK) and have been trying to reduce the memory usage. I have discovered that during each frame, the memory usage increases by about 10kb. The ...
rodit's user avatar
  • 111
2 votes
3 answers
1k views

Is replacing a struct field in a class generating garbage using C#?

I am somewhat aware of the differences between classes and structs, when each is allocated on the heap vs the stack, what happens when calling methods etc. As far as I know, the memory for a struct ...
user1323245's user avatar
21 votes
2 answers
6k views

How does GPU handle texture and VRAM?

It's actually a bunch of inter-related questions: Are compressed textures (dxt5/dxt1 etc.) ever completely decompressed while going through rendering pipeline? If the answer to the first question is ...
Allahjane's user avatar
  • 709