VERY confused about Memory Usage: Other

ckck Member Posts: 224
edited November -1 in Working with GS (Mac)
You might remember I've been having problems with I project I was making, where my Memory Usage: Other category was shooting up to 50 MB or more.

So, I created a new iPad Landscape project and reimported all the graphics. I then tested on the viewer. Memory Usage: Other was still hovering around 50 MB. Systematically, I deleted the graphics, one at a time, and retested. No improvement.

Finally, I created a new iPad Landscape project with NO graphics, NO sound, NOTHING.

Tested.

Memory Usage: Other = 46.5 MB.

Can that possibly be right? What's in there?

Help, please.

Comments

  • chosenonestudioschosenonestudios Member Posts: 1,714
    There might be a problem with GS i'd delete and reinstall...
  • reddotincreddotinc Member Posts: 653
    Yeh definitely delete and reinstall.. That means your game should be less than 5mb in other!
  • amigoniamigoni Member Posts: 78
    Ok. I Deleted and reinstalled but nothing changed. Any other tips?
  • MrshoestoreMrshoestore Member Posts: 181
    So sorry to drag up an old post... but I'm working on my game, and running the GS viewer on a simulated iphone (the game kept crashing on ipod 2g) and it says that my "Other" memory usage is at 100Mb... I need a solution... anyone?
  • Fodder76Fodder76 Member Posts: 154
    Along these lines, I'm noticing that my image usage number is FAR in excess of what I'm actually using in the game. Is there any documentation on how these numbers are calculated, or any known issues?

    Thanks
  • old_kipperold_kipper Member Posts: 1,420
    There is a bug in the viewer app that builds in memory. Watch the memory usage if you load the same app a few times and don't quit out of the viewer between test. Each time the memory usage rises. Only solution to get a better reading is to quit out of the viewer each time.

    The 'Other" is a the processing space and caching I think. There are a lot of threads that mention this so if you want to know more have a quick search about.

    hope that helps

    kipper
    Kipper
  • DrGlickertDrGlickert Member Posts: 1,135
    I'd suggest you build an ad-hoc version and play-test it. Sometimes the viewer is not accurate and shouldn't be taken literally. If you're game is in fact over 100mb then it'll take a solid 10 minutes to load (maybe not exactly 10 minutes, but a long time at least). Test the ad-hoc version and see if it's just a viewer bug/error you're getting.
  • MrshoestoreMrshoestore Member Posts: 181
    I did build an ad hoc, and it will go to a white screen for half a second before crashing... so I'm assuming there is something wrong with my game.

    the game does play while using the viewer on the ipod, be it a little slow.

    I tried searching through other posts about solutions to reduce this memory usage (besides smaller images or rule or 2's)

    do invisible actors (such as bounding walls) fall into this category of 'other'? If so I've got a lot of bounding walls.
  • MrshoestoreMrshoestore Member Posts: 181
    Ok, so I did a little test... and my game is still up a creek.

    I deleted half my game (now the project size is about 10 mb), set up BG images using the change attribute technigue, and am still seeing no changes in the 'Other' category.

    My game's first scene is a set of logo images, so it is 2 960x640 images that interpolate alphas using timers. This scene uses up 45mb in the 'other' memory usage. This alone is reason enough for my game to not work I'm sure.

    anyone?
  • MrshoestoreMrshoestore Member Posts: 181
    I also uninstalled GS, re-installed it, then create an empty project and checked it with the viewer... It still says 45+ mb (right now it's 47mb, and another 3.5 for game engine.)

    And I made an Ad Hoc for this empty game project.... it STILL crashes.

    I have absolutely no clue of where to go from here...
  • MrshoestoreMrshoestore Member Posts: 181
    Bump this.

    Do you guys think that I should send this to GS as a bug?

    I can't think of any other reason that creating a blank game uses up over 45Mb in memory...

    And even if it's an error with the Viewer, then why does the game crash as an Ad Hoc build?
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Are you using a hackintosh?

    I'm not saying that your issue isn't a problem with GS, but I we'd see a lot more posts like this if blank games used up 45mb of "other" mem and crashed when loaded as ad-hocs...
  • MrshoestoreMrshoestore Member Posts: 181
    BarkBarkCo said:
    Are you using a hackintosh?

    I'm not saying that your issue isn't a problem with GS, but I we'd see a lot more posts like this if blank games used up 45mb of "other" mem and crashed when loaded as ad-hocs...

    Nope, legit Macbook Pro running Snow Leopard.

    And I totally get that there should be more issues if it was a GS thing, in fact I dragged this post back up because it was the only one I saw with the same issue.

    But I mean, man... this is a BIG issue for me.

    but that was a good thought! I started to think I was talking to myself on this post :)
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