iOS 12 Memory

I don't recall the sample SpriteKit and SceneKit (Hello World and rotating jet plane) projects requiring so much memory prior to iOS 12. Using Xcode 10.0, memory debug indicates requirements of 73.9MB and 63MB respectively for these example projects. My app assigns an overlaySKScene to a SCNView; so its memory requirements are much higher than what I'm accustomed to seeing. Have I missed something?


Thank you.

Replies

Hi,

we have problem with memory on iOS 12/12.1 too. On these OS versions it takes twice more memory that on iOS 11.


Mac 10.13.6

xCode 10.0 (10A255)

iPad 9.7 2018 with iOS 11

iPad 9.7 2018 with iOS 12, 12.1


We tested it on simple Unity3D project.

On iOS 11 it takes 94MB and on iOS 12/12.1 167MB.


https://imageshack.com/a/img923/9446/0beON6.png

https://imageshack.com/a/img923/7202/wVkNyE.png


In our developing game its over 200MB more at iOS 12 and game ends with memory exception (EXT_RESOURCE_RESOURCE_TYPE_MEMORY). On the same device with iOS 11 is running fine.


https://imageshack.com/a/img922/8348/FnBrVa.png

Hi cfromns, MildaGenius,


It's likely that your SceneKit, SpriteKit and Unity apps are using the same amount of memory that they were in iOS 11 but it is being accounted for differently in iOS 12.


Check out this article to understand your memory footprint and techniques to use memory efficiently to prevent jetsam.

https://developer.apple.com/documentation/metal/reducing_the_memory_footprint_of_metal_apps?language=objc

Same issue I am facing with CGContextDrawImage. It is using large amount of memory in iOS 12 and above. Is there any changes ?I am facing issue with devices which has Apple A8 chip, and on iOS 12.