#Android bloated native memory in different device

1 messages · Page 1 of 1 (latest)

distant merlin
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hello, so i build my project into 2 different android, as you can see from the image the gap is very huge 45mb to 690mb, both is capture in the same stage with same project settings, how come it have this much of different

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Android bloated native memory in different device

gilded tiger
distant merlin
gilded tiger
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The only thing I can assume is that the 2 devices use different graphics apis and that's where the difference stems from. Perhaps forcing a certain api in the player setting can help testing that.

distant merlin
gilded tiger
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Ah I see. Then this is out of your control

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Just have to accept it as a hardware limitation

distant merlin
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And debuging using android studio confirm it, it's said something about opengl

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Maybe it's because I use opengl es 3.2?

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Not sure going to try vanilla opengl 3

gilded tiger
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There's likely not gonna be much of a difference. Vulkan is just more modern and allocates resources more smartly. Not much you can do about it.

distant merlin
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yeah, that's just kinda frustrating since we want to target older device that have ram below 3gb, and we cant do that since the system itself already eat more the 1gb, oh well

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anyway, thanks for the help UnityChanSalute

gilded tiger
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You could also try enforcing a smaller target resolution and seeing if this unknown memory consumption is reduced.

distant merlin
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the memory is from when i already disable post processing (bloom, color grading, Anti aliasing (TAA,FXAA,MSAA), so it run without any effect and run in resolution half of HD (1080p/2) since we lock to that res, and without shadow as well, there's still some of our costum post processing effect but it only have 2 drawcall (the actual render and the downsampling)

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currently my biggest suspicion is on my grass plugin, i did turn it off, but there's chance that it still populate the memory

gilded tiger
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I don't think msaa is a PP effect. It's hardware antialiasing. And I think you can configure it in the quality settings.

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Also on the camera and render texture if you have any.