CRAZY RAM USAGES -- Need Help -- Thanks :)

Hi.
So recently I finished my new app "LiveMix Pro" for the iPad (originally designed and tested on iPad 2) and the only main problem right now is that the app for some reason is using up too much RAM leading into crashes especially when it's the first time your opening the app. It's a music application but in the RAM usage details on GS Viewer it says that out of the total 300 MB (approx.) RAM that it uses, 100 MB is used for images and another 100 MB used for the engine. Sound and other RAM usages are around 50 MB combined but I'm more concerned for the Images and the game engine. I've tried cleaning up my logic and unchecking "Preload Art" on all images and so on. But nothing seems to be working, and maybe It's making it even worse. And just for the info, my app has one main scene that loads up a lot of actors (around 200) (many without image) and also a lot of sound needs to be loaded. The main loading in the beginning takes up to 35 seconds on the iPad 2 and the problem is that sometimes as soon as the loading is done or you use an instrument too much (for example the piano in the app), it Crashes. I've done so many things to reduce RAM but nothing has changed, if not made worse! please please please help me out with this app because I'm getting very tired of trying to make the app better and seeing no results. Also does anyone know when the lua engine will be available so maybe that could help the app load faster? Please comment any solutions or answers you have, I would really appreciate it. Thank You.

Comments

  • beefy_clyrobeefy_clyro Member Posts: 5,394
    How many images do you have in your game?
    Are they at the correct resolution? i.e. not unnecessarily big that it takes too much RAM.

    As for the LUA engine, no-one knows exactly when it will be released, all I will say is they have recently released a game themselves that uses the LUA free engine, you can check it here for free;

    https://itunes.apple.com/gb/app/shred-neffland-featuring-deadmau5/id586428512?mt=8

    I notice you don't seem to be a PRO member and upon its initial release, the LUA free engine is intended to be a Pro only feature!
  • TimBOSSDevTimBOSSDev Member Posts: 44
    I have 141 Images and the resolution of the images are not optimized like having 64 x 64, etc. But I have used image optimizer softwares to bring down the file sizes and all the 141 images are only 2.8 MB in file size. Thought they take up more than 100 MB of RAM usually when the app is at work. And thanks for the info on the Lua engine.
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2013
    Limiting your image size to (for want of a better phrase) memory friendly sizes (16x16, 32x32, 64x64 . . . and so on) can - depending on how intelligently you implement these constraints - help keep RAM usage down.

    On the other hand using an image optimiser to reduce the number of colours in your image file will make your file size smaller but will have no effect on RAM usage as all the images are held in 24 bit colour space when played on your target device.

    So . . . If your 2.8 MB of image data started life as 78 MB prior to being optimized then this 2.8 MB will end up being around* 78 MB when playing on the device.

    (*This is an overly simplified explanation)
  • TimBOSSDevTimBOSSDev Member Posts: 44
    using an image optimiser to reduce the number of colours in your image file will make your file size smaller but will have no effect on RAM usage as all the images are held in 24 bit colour space when played on your target device.
    I see what you mean there. Is there an easy way of making images memory friendly or would I have to go into each of the 141 image and change them to the nearest size, which would be a pain to do :(
  • TimBOSSDevTimBOSSDev Member Posts: 44
    Another problem that I noticed is that the usage of Audio RAM usage keeps increasing as new sounds are added and it doesn't go down, it keeps going up even though the sounds are stopped.
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