Questions tagged [memory]
The memory tag has no usage guidance.
105
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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 ...
3
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1
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124
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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 ...
0
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1
answer
64
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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 ...
3
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1
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620
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What is happening during queue_free() process?
From time to time, I encounter a hard-to-reproduce bug with a similar line of code:
...
2
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1
answer
100
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How do signals work when queue_free is called?
Consider this setup:
* KinematicBody2D (Player)
|- Sprite (icon.png)
|- VisibilityNotifier2D
With Player.gd:
...
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166
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Unity Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY
Unity - How does one debug this Xcode error on an iOS device?
Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY
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1
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62
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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?
0
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49
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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 ...
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40
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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 ...
0
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1
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43
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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-...
5
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1
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568
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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.
...
4
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2
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553
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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 ...
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1
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600
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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
...
0
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1
answer
162
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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 ...
8
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4
answers
5k
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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 ...
2
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0
answers
527
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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 ...
0
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2
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257
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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 ...
1
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1
answer
66
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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 ...
1
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2
answers
304
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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? ...
1
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0
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120
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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 ...
1
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2
answers
602
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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:
...
0
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0
answers
38
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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 ...
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1
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159
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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 ...
0
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1
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50
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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?
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2
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113
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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 ...
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1
answer
155
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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 ...
1
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1
answer
156
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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 ...
0
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1
answer
568
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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 ...
1
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1
answer
2k
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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.
...
-1
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1
answer
66
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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:
...
0
votes
1
answer
90
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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 ...
1
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1
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773
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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 ...
3
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1
answer
5k
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How to properly manage memory in SDL2?
I have yet another question regarding SDL2.
I have some drawSprite & drawBackround & ...
2
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2
answers
1k
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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 ...
1
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0
answers
502
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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 ...
1
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0
answers
43
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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,...
1
vote
1
answer
839
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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 ...
0
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1
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333
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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 ...
2
votes
2
answers
873
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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 ...
2
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1
answer
553
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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 ...
2
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0
answers
80
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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 ...
12
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1
answer
2k
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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 ...
1
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0
answers
85
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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 ...
2
votes
3
answers
887
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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 ...
20
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2
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5k
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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 ...
-2
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3
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271
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How should I store a large number of rooms with objects in them?
Right now I'm using C# in XNA/MonoGame. I'm brainstorming an isometric game that consists of rectangular rooms. The allowed dimensions of each room range from 3x3x3 to 12x12x6.
The max volume of each ...
22
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4
answers
10k
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How do C++ games handle memory allocation failure?
I am aware of several games which are written in C++ but do not use exceptions. Since handling of memory allocation failure in C++ is generally built around the ...
1
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0
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443
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Texture rebind on android cause potential memory leak?
After context lost, I have to rebind all my textures. I want to it the correct way, so I check each handle for availability. It's done by calling unloadFromVram(), ...
1
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1
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421
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LibGDX: Can i get some useful tips for loading textures?
So basically in my game(completely new to gave dev) I have a level select screen. I have 8 Buttons to select the levels and i use an asset manager to load the textures for the buttons. For example ...
3
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1
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796
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RAM usage unusually high, but CPU usage relatively low
I've created a relatively simple game using libgdx, but the RAM usage when I start up the game on my Android device is roughly 600-700 mb, but the CPU usage is only about ~0.05%. I've downloaded a ...