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Question by Cameron 3 · May 15, 2011 at 10:59 PM · iosmemorymaximumusage

Total Memory Target, ios devices

Hello,

I have done some googling, and some forum searching but I cannot find any definite answer on this. I'm also concerned I might be getting out-of-date information.

I'm trying to find out how much total memory my app can utilize on various iOS devices. I've seen some people say 40mb, some people say 70mb, and others say 150mb.

Is there a list for the maximum memory target for applications on 3GS, 4G, iPad 1 and iPad2?

Right now I'm sitting at ~50mb, and wondering if I need to curb it more for those devices, if I am getting near to the maximum threshold, etc.

Thanks!

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Answer by Jean-Fabre · May 16, 2011 at 04:59 AM

Hi,

from my humble experience, I guess there might be no hard limit on this as it depends how well used memory can be freed by the garbage collector and what's running in the background for the OS and apps permitted to do stuff in the background. Also blueTooth and other communication protocoles "seems" to come into play as well and take more or less memory ( affecting other apps, not just unity based apps).

150Mb: you definitely play with fire then. Above 100Mb we experience some ipad 1 crashing when others don't on the same application with the same settings and same apps running... go figure then... The thing I witness but can't explain is that there are some memory consumptions peak when for example loading a new scene, and it doesn't seems to be in sync with what needs to be loaded or the amount used in the end by this level. Unity framework might very well play a role here. It's them peak that are dangerous when memory warning are issued. If you load a lot and stick with it, I think you will have less problems then if you are trying to load unload content ( that' when garbage collector come into play).

I find odd too that very little information is given/shared on such a sensitive topic. Bye,

Jean

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avatar image Cameron 3 · May 16, 2011 at 04:46 PM 0
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Yeah, I definitely understand that it depends on what apps are loaded, etc. Well, I guess I will just optimize away and hope for the best. If I find any limits or problems at certain levels, I will definitely post them. I guess I'm just looking for more people to chime in with their app's memory footprint so I can get a general idea. Thanks for the info, $$anonymous$$.

avatar image Jean-Fabre · May 17, 2011 at 04:38 AM 0
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Yes, problem is it's difficult for most apps to publicly reveals details as most of the work is under non disclosure and stuff, and giving a screenshot of the profiler doesn't really help without a proper understanding of the application content and requirements. And profiling an "hello world" is useless... contact me privately if you would like a more in depth share of my experience.

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