#Android bloated native memory in different device
1 messages · Page 1 of 1 (latest)
I think it might be a bug in 6.2 version:
https://discord.com/channels/489222168727519232/1424636896058806353
Unless you're not on 6.2?
hello, sorry for late reply, i am in unity 6.000.0.58f2
Then there's not much we can do. It says it's "unknown" memory allocates by Unity subsystems. The best you can do is fill a bug report, open a forum thread, and try tinkering with your project to try and see could reduce the memory footprint.
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.
Yeah,one is vulkan (45mb) and the other is opengl(450mb),the problem is the other device is not compatible with vulkan
Ah I see. Then this is out of your control
Just have to accept it as a hardware limitation
And debuging using android studio confirm it, it's said something about opengl
Maybe it's because I use opengl es 3.2?
Not sure going to try vanilla opengl 3
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.
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
anyway, thanks for the help 
Perhaps playing with settings like msaa(disabling or reducing samples count) could help. It's likely that some of this memory usage comes from internal render targets/buffers.
You could also try enforcing a smaller target resolution and seeing if this unknown memory consumption is reduced.
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)
currently my biggest suspicion is on my grass plugin, i did turn it off, but there's chance that it still populate the memory