#Dynamic library file size

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green charm
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Hello there.
Does anyone know a good way to figure out why the primary dynamic library file of a build is too large?

Context: I currently have a situation in our game where the PS5 build has a very large Il2cppUserAssemblies.prx, which afaik is the primary dynamic libary file used by the PS5 build. Without any stripping or compression the file can have a size of up to 2GB in a debug config, which stops the build from running on PS5 afaik due to bandwith limits.

Now, afaik the corresponding dynamic library files on PC would be the GameAssemblies.pdb & GameAssemblies.dll. Given the same project, I've noticed that those files are also quite large, similar to the one on PS5.

My question would be how could I figure out what's causing the file to be come so large? (Even in release mode it's still roughly at 1.8GB)

chrome mountain
green charm
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It's the same case on PC as well

chrome mountain
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For reference, mine is 600mb for a 4G package

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Talking about platform is not allowed outside their respective forums

fair vapor
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Does anyone know a good way to figure out why the primary dynamic library file of a build is too large?
it's templates 🙂

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there are a bunch of AOT flags you can set to reduce the amount of superfluous AOT templates that are compiled. at the very least, you have chosen the maximum assembly stripping profile so far?