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Question by FairGamesProductions · Aug 28, 2016 at 04:08 PM · webgloptimizationmemory usage

WebGl RAM requirements

I am trying to publish a build of my game as WebGL but I have run into a problem. The RAM needed to run the game spikes at around 1.8 - 1.9GB in Chrome and 1.3 - 1.5GB in Firefox. After the initial loading is done, in Firefox the RAM usage goes down to about 800MB which is acceptable, but in chrome it stays at 1GB+.

According to the Editor Log the biggest assets in my project are the textures at around 100-150MB, and the rest is negligible. As far as scripts go, I am only using one FPS character and the lighting is Baked. So what is causing the huge jump in RAM usage during loading? And is there any way to mitigate this?

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Answer by DiegoSLTS · Aug 28, 2016 at 05:03 PM

The best way to find what's causing that is using the profiler.

Here you have some instructions to profile a WebGL game: https://docs.unity3d.com/Manual/Profiler.html Here's some info on the Memory profiler: https://docs.unity3d.com/Manual/ProfilerMemory.html

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avatar image FairGamesProductions · Aug 28, 2016 at 05:48 PM 0
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Tried it, the profiler says that it's only using about 250 $$anonymous$$B... But in in the Task $$anonymous$$anager I can clearly see that it's much more than that.

avatar image DiegoSLTS FairGamesProductions · Aug 28, 2016 at 06:35 PM 0
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I did some research and what you describe sounds like a bug on Chrome. According to this forum post, getting a spike in RA$$anonymous$$ usage on the browser is expected when initializing WebGL and, like you see in Firefox, it goes down again after that.

According to this bug report, Chrome has some RA$$anonymous$$ problems with WebGL.

It looks like there's not much you can do in your game to prevent that =/...

avatar image FairGamesProductions DiegoSLTS · Aug 28, 2016 at 07:23 PM 0
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O$$anonymous$$. Thanks for the info.

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