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Question by Assfur · Jan 25, 2015 at 08:11 PM · guitextureperformance

Is Unity Not Release CPU Memory(DRAM) After Upload To GPU(VRAM)?

Hi

i'm new guy for Unity, but has some experience in flash developing with Stage3D (Starling).

In Flash Stage3D , if i want use an Texture in Scene, there should be two steps.

First

i need load the the compress file(png,jpg) to CPU Memory(DRAM) and Decompress

Second

i need upload the decompress data to GPU Memory(VRAM)

after that i can Release the Memory use in DRAM (as the data file is never use in 3D Rendering)


i think this should be the same in Unity, so i make one dome to check it out.

First

i create one project , and import one Texture in it(2048x2048), but not put any thing in the scene

DRAM

VRAM_Before

So the Total DRAM use for Textures is 57.3 MB, and VRAM use for Textures is 2.7 MB

Second

i put one sprite in the scene with the Texture.

(Please See the IMG in forum)

the DRAM use is the same 57.3 MB , and the VRAM use change to 24 MB.


i delete the Texture and run the empty scene

(Please See the IMG in forum)

the default DRAM use is 14.6 MB


basic on the demo , i think Unity not release the memory after upload to GPU,

is that right?

if so , anything i can do to release the memory manually?

thanks

dram.png (23.1 kB)
vram-before.png (16.0 kB)
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