#ImageLabel memory usage

1 messages · Page 1 of 1 (latest)

ebon gull
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im currently using object pooling for my gui objects however im worried that storing lots of image labels in cache would use way too much memory. Ive tried using the developer console to determine how much memory an image label uses while "active" (has parent textures isVisible etc..) and while "unactive" (no parent isnt visible no texture etc..) here are the results:

10000 "active" image labels:
(run1) - 131MB increase
(run2) - 175MB increase
(run3) - 123MB increase
(run4) - 129MB increase

10000 "unactive" image labels:
(run1) - 88MB increase
(run2) - 90MB increase
(run3) - 96MB increase
(run4) - 123MB increase

I tried to same method for just 100 objects and the results for "active" and "unactive" were the same......

Not too sure where to go from here ive checked the devforums and there isnt too information regardling this any help would be much appriecated

open matrix
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If u don't have performance issues why bother fixing them?

ebon gull
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well yea I think I might be hyper optimising but im still curious to see how optimised I could make it for fun

#

since in my system im trying to think of the best option:

1.I can store the guis in cache so I never have to create them again until the battle is over
(This would make entering the battle stages again much faster at a cost of higher memory usage)
2.Just destroy all the gui once I leave a state inside the battle.
(makes entering a batle stages take slightly longer since they gotta create the image labels but uses less memory)

I just want to know much memory its using while in cache so i can choose the better option