VERY confused about Memory Usage: Other
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.
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
Thanks
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
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.
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?
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...
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?
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...
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