Hey, so as I was playtesting my bowling game, I did notice that approximately each time that I started up a new game of bowling, the client memory usage went up about 1-2 megabytes depending.
Anywho, I think I did everything correctly in the majority of the core system of my game, where it lets the player bowl, set up the alley, and so fourth. I declare events for parts within the model, and I assume there’s no need to disconnect them as the model will be destroyed when the game is over, but other than that, I don’t really see that much room for memory leaks.
I also don’t know if this is to be expected, and there’s no issue with anything at all. Just wondered what you guys think of this, and if it isn’t to be expected for the average game, what should I look for in my code to clean up?
So if I understand correctly, each time a new round starts in your game, the memory usage goes up by 2MBs? If so, then it isn’t something you should worry about. 2MBs aren’t very significant, and the memory usage may keep raising as you play for whatever reason, but it will be lowering eventually aswell.
I see. Thanks for the info, I’ll probably leave it alone for now.
I mean you would think if anything is problematic there would be a big jump in memory usage, which I haven’t really seen yet, although I do question if there’s anything I’m not doing correctly.
as @3rdhoan123 mentioned, the microprofiler is a powerful tool that can help you identify issues with resource usage, it can show you a deep rundown of what the CPU/GPU were doing in that exact frame (Rendering, Physics, Calculations)