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Question by benfattino · Jun 19, 2012 at 03:01 PM · iostexturesize

max texture size ios

I am doing an iOS app with a lot of texture. Not all texture are load at same time, only few. When I compile in Xcode the app crash and close at once. In statistics VRAM usage is 4.0 MB to 350 MB (of 256.0 MB) I think the only solution is to compress the textures, and reduce size. is the only way or is there another way to load many textures in high quality?

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Answer by SarperS · Jun 19, 2012 at 03:26 PM

iOS devices don't have a separate video memory, all the processes are stored in a unified system RAM. And it has a safety limit per application of 128 MB to 512 MB based on the device that you use(Basically half of the ram your device has).

You should profile your application using the XCode's developer instruments to get an accurate idea of how your game manages system resources. At what point does your game exceeds the safety limit is important. Then you can start optimizing your audio files and stream them from hard drive, compress your textures, create separate loading scenes with nothing but a loading image/text in them to let the garbage collector clean the assets from the previous scene etc.

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avatar image benfattino · Jun 19, 2012 at 04:09 PM 0
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Thanks for answer. There are a lot of element to keep $$anonymous$$d... I think to try to divide project in multiple scene.

avatar image DannyB · May 01, 2013 at 04:14 PM 0
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Upvoted. That is the most straight forward answer I have found for this see$$anonymous$$gly simple question. Sifted through dozens of pages from 2011-ish that talk about a 24mb limit, but I realized it was too old to rely on. So now at least, we know: Device memory * 0.5f... Good :)

Thanks for this answer.

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