Performance Stats! *Picture Inside*

charliehgreencharliehgreen ArizonaMember Posts: 233
Ok!

So I'm having an issue with my images rising too high and causing my game to lag. But! If I have the actors/enemies destroy once they're destroyed, shouldn't that clear up images space?

I would think so but the number stays high :(
What should my numbers look like, and how can I help manage them?

photo ScreenShot2013-10-10at113909PM_zps3bd167f8.png

This small amount will cause hell.....Sometime.

Picture:
photo photo2_zpsb99dbec9.png

Picture:
photo photo1_zps7175fc7a.png

Comments

  • charliehgreencharliehgreen ArizonaMember Posts: 233
    Anyone? :((
  • MSEagle2MSEagle2 Member, PRO Posts: 98
    GS has always had problems with this. It's due to garbage collection not recycling the used memory after it is no longer needed. It will eventually recycle (might need to get to the point where no more memory is available or new scene is loaded).

    Outside of GS implementing some sort of memory release behavior (would do wonders for my game that changes pics of an object fairly often) there is not much you can do.

    Well assuming you resized your images already.

    513x513 dimension image will round up to 1024x1024 in the engine and use 4x the memory than a 512x512 image.
  • charliehgreencharliehgreen ArizonaMember Posts: 233
    @MSEagle2 Thanks!

    Great :( well doesn't this suck. I guess I'll have to figure out some way around it.....
  • lycettebroslycettebros Member, PRO Posts: 1,598
    edited October 2013
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