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Reply to Is device.currentAllocatedSize and gpu capture buffer memory accurate on iOS/iPad?
@AlecazamTGC would really love your help or an Apple developer's if possible. This seems to be causing our game to crash way before it normally would due to increased memory pressure that I am not sure is actual memory being used. It is very odd. I've been investigating this same issue for a few months now on and off, and after finding this thread it made me realize I wasn't going crazy with the numbers I was seeing. It would be fine if it was just a reported difference, but it appears to actually affect when the game gets killed by the OS, so that's a big problem.
Apr ’21
Reply to Understanding Xcode GPU Capture "Group by API Call" timings
alright thanks, I appreciate any help I can get! Yeah so I did some profiling on an iPhone XS Max running iOS 14.4.2 and an iPhone X running iOS 14.4.2. I am running Xcode version 13.0 (13A233). on the iPhone XS Max, the command encoder timings match very well with the shader sum times (max < 0.5 microsecond difference). On the iPhone X, it is very far off (the example image I posted in the post is from the iPhone X)
Oct ’21
Reply to Xcode Graphical Debugger Crash
Did you ever figure this out? We are getting this same issue. It's definitely a bug. I've noticed it happens with us when using large buffers (over about 1 MB). This is a critical issue for us since it makes debugging impossible. I've tried on both Xcode 14.3, 14.3.1 and 15 beta 8. I've also tested across iPhone X and XS Max, on both iOS 15 and iOS 16. We can create the buffers fine and it will still be profileable. But once the buffer is bound to a compute shader, it will crash every time with high memory usage before being able to complete profiling.
Sep ’23