Ram Usage, Weird Thing! Gs Guru Please Comment!

MagoNicolasMagoNicolas Member, PRO Posts: 2,090
edited November -1 in Working with GS (Mac)
Hello ther,e how are you?
My new game, has 48 MB in image Ram usage when i test it via Viewer, With a Total of Ram Usage of 71 MB.
But it runs VERY fast, with more than 61 fps!
How can that be?

It Should be ULTRA Slow

I have hear that iphone 4 max was 60MB (Ram).

Why it isn't crushing? Lol, Its running perfect!

Cheers.

Comments

  • AsymptoteellAsymptoteell Member Posts: 1,362
    MagoNicolas said:

    Why it isn't crushing? Lol, Its running perfect!

    No matter how perfect your app is, it won't start crushing until it's in the app store. No one wants to buy an app that doesn't exist yet.

    Seriously, though, this is a mystery. It could be a viewer malfunction. I'd suggest doing an ad hoc.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    Asymptoteell said:
    No matter how perfect your app is, it won't start crushing until it's in the app store. No one wants to buy an app that doesn't exist yet.

    Seriously, though, this is a mystery. It could be a viewer malfunction. I'd suggest doing an ad hoc.

    Now im just building an Ad Hoc to test! Hope it work as perfect as in viewer!
  • AsymptoteellAsymptoteell Member Posts: 1,362
    I hope so.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    I don't use all images at the same time, So, It would be good to Change Actor images to small images when they are not in use right?

    Cheers.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    OMG, This Runs PERFECT!

    Please Gs Gurus! Explain Why a 71 MB (RAM) game works, lol With more than 60 fps!
    This is awesome :D

    Cheers.
  • AsymptoteellAsymptoteell Member Posts: 1,362
    You're sure that's ram, not size? If it is size, that would be really bad.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    Yep, RAM, not size.
    App Size is like 14 MB.
  • AppsRacKAppsRacK Member Posts: 346
    Well i guess it depends on the actual gameplay. Even if its running at 70+ mem usage if theres not much collision and movement on the screen it will still run at 60+ fps. 70+% of mem usage might be from sound, images and others. FPS drop when theres a lot of physics happening on the screen where GS engine starts to compute everything. Try it make a 40X40 actor, add physics and movement to it and then spawn it for 100+ inside the scene and port it to your phone.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    The Game is Fully Optimized, not timer, no Physics, it all works with Interpolate.

    But Should it crush with more than 60 MB Ram?

    Ad Hoc and Viewer doesn't...
  • AppsRacKAppsRacK Member Posts: 346
    Well then probably most of the ram is being use by either the images or sounds. If your using iPhone 4 i think it wont crash at 60MB ram especially if you said you've optimized everything. I've tested one of my prototype game recently on an iPod 1st gen and it runs at 40-50 MB (physics + lots of actor) on viewer. It didnt crash even when i disconnect it in the viewer and played it standalone but the fps is laughable.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    Ok that is Very good! Will test un older devices!

    Cheers.
  • old_kipperold_kipper Member Posts: 1,420
    One question. Are you quitting from the viewer app on the device between tests? If not... do! There is a bug in the viewer that builds up memory and gives larger and larger readings in the editor each time you start an app.

    cheers Kipper
  • ozboybrianozboybrian PRO Posts: 2,102
    I'm having a similar issue. Pushing 45 mb ram on a 3GS and runs at 60 fps and no problems.
  • POMPOM Member Posts: 2,599
    This is not an issue , it's perfectly ok.
    There is no direct connection between RAM and fps, well, yes the more ram you have the more sources you consume and fps will drop, but I can have a project with 30 actors non movable , each has 1024x768 image and ram will even be more than 100mb, but the actor don't have rules so fps will be 60.
    Personally I think the things that most affect fps is constrains, timers and # of movables actors in the scene,
    And your RAM is mostly your loaded assests like sound and images, which affect fps very little.

    Roy.
  • MagoNicolasMagoNicolas Member, PRO Posts: 2,090
    Thanks!
    Need to add 2 more animations to the game, will make some images a little smaller.

    Cheers.
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