Hi All,
we are working on a game with a lot of 3d models, optimizing the textures we import in, making sure we are low on size.
our textures are 105kb each as exported from PS.
but, they are 1024X1024 pixels in res.
when we import them, they look fine on PC, but when running on new android devices our texture memory jumps from 500MB to 1.3GB!
we can’t explain this behavior, or solve it…
we have made them smaller in res (128x128pix) and in the memory details we see they take less space (took it down from 800MB to 300MB)
but the performance bar is still showing 1.3GB memory use…
we would love some help, (is the size of the resolution more important then the file size? )
what is the best size for 3d models textures? 128X128 pix? why doesn’t it change the memory use? !
I’ve recategorised this post to Art Design Support as it has to do primarily with the consumption of memory from the assets you’re using in the game (3D models and textures). There are no programming-related issues here, so it would not fit under Scripting Support. You can best determine where your post would more appropriately fit by reading category summaries and guidelines.
Hi There!
thanks for the recategorising,
i’m just worried performance is not an art design worry… well i am not sure if an artist checks performance, sounds more like a dev domain… but ok, i hope someone had encountered such an issue.
Performance is absolutely an art design concern - I would know
To answer your questions, the file size of the image is redundant, it’s the resolution that matters as far as I know. I personally use 256x256 or 512x512 for major assets, but for anything minor I use as small as I need, and usually as a trim sheet. I use trim sheets for smaller assets because Roblox is just not great at handling a lot of different textures (even small), but really great at a ton of the same texture.
As for why it seems like the memory use isn’t changing, for that I’m not sure. There’s a lot of variables, the main one being that you’re 100% sure you’ve removed all the high resolution textures - I’ve been in your shoes before only to find one asset with the wrong texture
Can you provide pictures of your Memory in the control panel? Specifically the section under Place Memory
yea, attached,
also i attached 2 images from 2 different devices… same place, same version… different usage (DOUBLE)
can we limit the expending textures from the project? like “Force 128X128?”
what are trim sheets?
can a large memory use cause crashes on phones? black screens and stuff? disappearing textures?
Crashes yes, disappearing textures, no. Large memory use can cause crashes on PCs too. It isn’t device-specific, it just happens that the amount of memory it takes to crash phones is lower.
Also I’m going to ask again:
It gives us a much more in-depth look into how memory is allocated. Don’t just give us the number.