#Memory Profiler - Reference Memory Aggregation Size

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fringe belfry
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It is hard to estimate the actual cost of a logical object of the game. It would be nice if we could know how much memory a given object is taking without profiling with it and without it.

By example:

  • What is the cost in memory for a specific character. (Mesh, Texture, AudioClip)
  • What is the cost in memory for a particular font.
  • What is the cost in memory for a section of my level (Child of a particular object).
queen hamlet
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Hi.
Thanks for the feedback. In Memory Profiler 1.0 and newer, we have Unity Objects view, which shows the total object size (Managed and Native), which should help with the first two points. With the recent Memory Profiler 1.1. it also gives you a breakdown between native as allocated for internal structures and graphics resources.

As for the last point, unfortunately, you can see a total for a group of objects at the moment, but that's an interesting case for filtering. I've passed that use case on to our product managers.

surreal stirrup
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Hi @fringe belfry,
for

What is the cost in memory for a specific character. (Mesh, Texture, AudioClip)
What is the cost in memory for a section of my level (Child of a particular object).
Am I understanding this correctly in that you'd mostly be interested to see the memory impact brought in through references and child items based on the GameObject/Transform Hierarchy you've set up, together with all the components on these, or would there be scenarios in which you'd want there to be a different kind of grouping for your "logical object"?

fringe belfry
# surreal stirrup Hi <@208422197348401152>, for > What is the cost in memory for a specific chara...

Yes, I'd like to be able to quantify the cost of a hierarchy of objects. Mainly the cost of assets such as Meshes, Textures, Audio Clip, Particle System and Animation Clip that are associated with the hierarchy. Knowing this make me able to identify what is the cost of [Section of a level, Character, GPI] which can then be use in decision such as what to work on, what to remove, etc. With the current Memory Profile it is hard to know what is the real cost of those feature as we can only see the individual cost of each Asset. Currently, the only way I found to reliably find the cost of those objects is to completely remove them. It can be a lengthy task whenever you want to establish the cost of multiple objects.

That being said, If possible, I would like to be able to quantity the cost of an asset such as a Font. A font is usually made up of multiple fallback font that each have their own texture and other asset. In our game, we have multiple font and I was trying to figure out the actual cost of each of them so I can reliably say that removing one font will give us 100 MO. The only I was able to know, was to remove the font entirely.

Thinking about, maybe if I was able to see the cost of the memory as if I had bundle the given Asset/(Hierarchy as a Prefab) would be enough. With, obviously, the ability to see if the asset is being use by something else.