Bizarre Image Memory Usage Spikes

allornothingallornothing Member, PRO Posts: 126
edited July 2013 in Working with GS (Mac)
I'm just about to publish our title, and doing some last minute checks. I've noticed that the first time I open the main game scene from the front end, GS doesn't clean the front end images out of memory, and instead has them all loaded during the playthrough of the game. However if I quit back to games main menu and start a new game, it correctly dumps all the front end assets and only loads the game images.

So... memory usage in order of events:
Front End: 35mb
First Game: 47mb (incorrect)
Back To Front End: 35mb
Second Game: 12mb (correct)
Back To Front End: 35mb
Third Game: 12Mb (correct)

[EDIT for clarity] As you can see, the first time I run the game, the 35mb of image memory from the Front End is carried over to the game scene. But if I quit back to the main menu and start a new game (the game is still running, I don't quit the app or anything) then everything works as you would expect from there on

Is there something I'm doing wrong here?? I can't understand what could change when the exact same script is running to switch scenes etc. Or have I uncovered a nasty bug?

Comments

  • allornothingallornothing Member, PRO Posts: 126
    My issue isn't to do with the runtime image size difference, it's that GS is not always dumping image memory from the previous scene. They don't get dumped the first time you switch scene, but they do the second time... See the sequence of memory usage in my post
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