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iPhone: Unity engine-based games... memory hogs ?

02-19-2009, 07:14 PM
#1
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Unity engine-based games... memory hogs ?

i noticed that games made w/ the unity engine seem to be total RAM hogs

even when i do the "hold down home button for 8 seconds" trick, it seems most of these apps don't give the ram back

why is this ?




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02-19-2009, 07:21 PM
#2
Joined: Jul 2008
Location: Orlando, FL
Posts: 4,491
What are you using to test it?

I've used SBSettings and haven't seen issues with memory hogging.

02-19-2009, 07:24 PM
#3
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i'm using free memory

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02-19-2009, 07:33 PM
#4
Joined: Feb 2009
Posts: 279
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Quote:
Originally Posted by applesauce25r624 View Post
i'm using free memory
Free memory takes a bit of ram too. Also are you making sure that you hold the home button until the app closes, or do you just count then let go.

If you count then let go, I suggest waiting until it closes. Also if your iDevice is Jailbroken, download SBsettings. Great tool, should have been build with an iDevices initial release.

Currently playing: TouchKO, Castle of Magic, and Resident Evil 4.
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02-19-2009, 07:40 PM
#5
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free memory doesn't take up 30MB

and i hold it until it closes

maybe it's just a few of these apps in particular

either way... these games aren't as fun as others so it's all good

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02-19-2009, 07:46 PM
#6
Joined: Jan 2009
Posts: 1,553
Quote:
Originally Posted by applesauce25r624 View Post
either way... these games aren't as fun as others so it's all good
That depends on the designer and developer, not the game engine itself (which is brilliant for what you pay for I might add).

I use a 2nd gen touch mainly for gaming and have yet to do any force reboot to free memory, does the iPhone have less ram?

3D modelling, design and sequential artist / GameCenter ID: Diab
02-19-2009, 07:57 PM
#7
Joined: Jul 2008
Location: Orlando, FL
Posts: 4,491
Quote:
Originally Posted by applesauce25r624 View Post
i'm using free memory
Don't trust it. The number it shows is what the system says is free memory. That is, memory unused by anything, not what is truly available for use. When you use an app that memory drops because it's used for a game. When you exit that memory is held just in case you are going back to it. Here's a test to show what I mean

1. I restarted my phone and checked the memory
Free: 62mb
2. Opened up Monospace (Unity engine but not intensive)
3. Played first level and hit home button
4. Check memory again
Free: 32mb
5. Enter Monospace then Force Quit
6. Check memory
Free: 32mb
7. Opened TowerBloxx (it stutters a lot for me)
8. Exit and check memory
Free:44mb

Force Quitting an app doesn't change the memory but rather tells the system that it is available for use. Once the system has used up the unused memory it will then start quitting apps to free memory. If you Force Quit then that memory will be the first it uses.

The Free Memory program simply demands 100% of the devices memory but doesn't use it. It's basically a mass Force Quit.

As for the Unity Engine, it does use up quite a bit of ram. Even in the case of Monospace it is fully rendering 3d objects that are rotatable. That is going to take up a lot of ram, period. It's not a fault of the engine but rather one of the device itself. Just Force Quitting or using Free Memory is the only way it's going to be functional until Apple feels like reworking how it works

Hope that helps!
02-19-2009, 08:42 PM
#8
Joined: Dec 2008
Posts: 4,176
aldo native ipt and iphone apps (safari,e-mail, and the ipod) still run in the background even after you close them
02-19-2009, 09:48 PM
#9
Joined: Jan 2009
Location: SEPDX
Posts: 487
Since 3rd party apps can't run in the background, if you just pressed the home button quickly, doesn't that terminate the app/game and free up the RAM it was using. (making a force-quit redundant)?

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02-19-2009, 09:51 PM
#10
Wut games are these?