My client had FPS drops in his game and we thought it was a memory leak. After comparing with other developers in the studio their memory, devices, checking for uncleaned loops connections etcetera, we realized the only difference that was major is the fact that my client has a Mac device whereas we all have windows
I told him to join a baseplate and he had 300MB on an empty baseplate.
Memory tab:
Specs:
Expected behavior
Client should have ~1.3K memory like windows users, not an extra gigabyte (this also causes performance issues). Also an UntrackedMemory of 0.00 like all of us on windows.