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Why do textures take double memory on iOS and Android devices?
My game's memory usage is non-make-sense high, I look up details about memory by Profiler, EVERY textures take double memory on both iOS and Android devices. Take lightmap textues as example:
All my texture import settings are trying to avoid use more memory, read/write flag disabled, no mipmaps, and all kind of compression modes give the same result.
Answer by Cannaan · Nov 13, 2015 at 01:54 PM
I found out that it happens on low-end iOS devices and most android devices. Some devices like iPhone5s do not have this issue, is that related with OpenGLES 2.0 or GPU?
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