Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.3.1f1
Issue ID
759563
Regression
No
[iOS] Substance RAM footprint is including input texture files
How to reproduce:
1. Open attached project (35518 substance ram.zip)
2. Build to iOS and run
- Once run, there should be two spinning cubes
- Tapping the screen once causes a .jpg material to load
- Tapping the screen again causes a .raw material to load
- Both materials are identical, except for the source texture format
3. Open the Profiler window and profile the device
4. Tap the screen once
- Note how the memory usage increases by a tiny bit
5. Tap the screen again
- Note how the memory usage increases by about 4 megabytes
- The memory usage shouldn't increase at all after the first tap
- Reproduced in Version 5.4.0b1 (3137382c8e08), Version 5.3.1p2 (49544457ab1d), Version 5.3.1f1 (3b3e8231502f), Version 5.2.4f1 (98095704e6fe) on an iPad Air 2 (iOS8.1)
- Not reproducible in the Editor
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- GPU utilization increases by 20% on Meta Quest headsets when Render Graph is enabled on 6000.0.16f1 and higher
- Value on Slider (Int) control in UI Builder displays as default when saving UI Document
- Color mismatch in UI Builders Library panel when the Editors theme is set to Light Mode
- [Android ] "AndroidJNI.ToBooleanArray" returns a random non-zero value instead of "IntPtr.Zero" when the method argument is null
- Non-HDR color picker opens when selecting material color with HDR enabled
Add comment