Search Issue Tracker
By Design
Votes
1
Found in
5.3.3f1
Issue ID
778664
Regression
No
[iOS] Texture on device takes more memory than it should
To reproduce:
1. Open the attached project
2. Build for iOS with Profiler attached
3. Build with Xcode to iOS device
4. Open Profiler window
5. In the Profiler window, select "Memory"
6. Change mode from "Simple" to "Detailed"
7. Click "Take Sample"
8. Expand "Scene Memory" -> "Texture2D"
Actual result: Texture is using 1MB (when Graphics API Metal) or 1.5MB (when Graphics API OpenGLES)
Expected result: Texture should use ±0.75MB (786KB) of memory
Reproduced using:
iPad Mini 3 (iOS 8.4.1)
iPhone 6+ (iOS 8.0)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- ListView fails to display items when the source list is cleared and a single element is added
- UI Toolkit ':hover' state remains active when another panel is drawn over the hovered element and Touch input is used
- Unsupported Orient modes can be selected and throw errors when using Strip VFX
- "Tab" key exits the name text field in the VFX Graph tab when renaming the Property
- Shader warnings are thrown when deleting blocks in the Ribbon VFX Graph
Add comment