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splhack avatar splhack commented on August 21, 2024

It's possible. "3.5 mb textures", what size of textures did you mention? If this size is the size of PNG file, it doesn't mean that this size will be used on the memory. Memory usage of textures is as same as the size of OpenGL texture data size, like RGBA4444, RGBA5551, RGB565, RGBA8888 and so on. For RGBA8888, it eats up "width x height x 4" bytes. 2048 x 2048 x 4 = 16MB. 16bits textures (RGBA4444 or so forth) or GPU compressed format (PVRTC, ETC or so forth) would help for reducing the memory usage.

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jlavoine avatar jlavoine commented on August 21, 2024

Hmm, they were all PVRTC 4 bit. We changed the movie (which was taking up 80 mb in memory) to 2 bit compression, and that saved us 40 mb.

I guess other than that, there is no way to lower the memory usage of LWF? It still seems like a lot, considering all the textures are very small with the 2 bit compression. There are an awful lot of textures though, I think around 300, so I wonder if that has anything to do with the amount of memory being used.

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splhack avatar splhack commented on August 21, 2024

Packing textures would help you. TexturePacker can create texturesheets.

And what the setting of textures do you use?
http://docs.unity3d.com/Documentation/Components/class-Texture2D.html
I think "Read/Write Enabled" makes Unity allocates the memory on the main memory for further modification of texture pixels. It wastes for just rendering textures.

iOS Xcode Instruments would help for investigating the memory usage.

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