[FIXED] system.getInfo("textureMemoryUsed")

We really need this back in and would consider it a top priority as I for one will not be releasing anything on 2.0 (even know i have a few games ready on 2.0) because there is no way for me to tell where i am at with texture memory etc.

In my book this is a show stopper because without it there is no way to gauge if you are cleaning up texture memory, where you are at in texture memory or when you need to back off and/or do some lazy loading etc.

I asked about this on day one or two of it being made public inside of daily builds and still nothing, although maxTextureSize was fixed (which means about nada for me) :frowning:

So will just ask again :slight_smile:

Please, please can we get textureMemoryUsed fixed sooner than later as 3 of my projects are dead in the water until I can evaluate any kind of leaks etc.

+10

This will be fixed in next daily build (2065 or after)

beautiful thanks :slight_smile:

Hi!

I’m testing the new Daily Build with the system.getInfo(“textureMemoryUsed”) api fixed. But, before shouting “WOOOHOO!” I have to ask, is this data reliable? We used it on a game still under development, with lots of textures, no atlas, no graphic optimization, and it shows a texture memory used data under 9 Mb, with peaks of 11 Mb, which is… pretty awesome.

With other games and Graphics 1.0 we barely were able to keep it under 17-18 Mb with lots of optimizations and using texture atlas…

Perhaps the data collected by system.getInfo(“textureMemoryUsed”) in Graphics 2.0 is not comparable with the textureMemoryUsed data in Graphics 1.0…

Does anyone have any experience or more info about this?

Thank you!

GuilernoFG, I actually ran it side by side with 1.0/2.0 and it is correct (at least with the 3 projects i tried)…

the side by side test I ran were using 2 = 1024x1024 image sheets with lots of little things like buttons characters etc. and a scrol lview with a tiled background image.

I didn’t see any drop like you are seeing (ie: memory dropped by half) 

Hi cbihop0!

Maybe I overestimated the textures amount used in this project, great news :wink:

Thank you very much for your help!

+10

This will be fixed in next daily build (2065 or after)

beautiful thanks :slight_smile:

Hi!

I’m testing the new Daily Build with the system.getInfo(“textureMemoryUsed”) api fixed. But, before shouting “WOOOHOO!” I have to ask, is this data reliable? We used it on a game still under development, with lots of textures, no atlas, no graphic optimization, and it shows a texture memory used data under 9 Mb, with peaks of 11 Mb, which is… pretty awesome.

With other games and Graphics 1.0 we barely were able to keep it under 17-18 Mb with lots of optimizations and using texture atlas…

Perhaps the data collected by system.getInfo(“textureMemoryUsed”) in Graphics 2.0 is not comparable with the textureMemoryUsed data in Graphics 1.0…

Does anyone have any experience or more info about this?

Thank you!

GuilernoFG, I actually ran it side by side with 1.0/2.0 and it is correct (at least with the 3 projects i tried)…

the side by side test I ran were using 2 = 1024x1024 image sheets with lots of little things like buttons characters etc. and a scrol lview with a tiled background image.

I didn’t see any drop like you are seeing (ie: memory dropped by half) 

Hi cbihop0!

Maybe I overestimated the textures amount used in this project, great news :wink:

Thank you very much for your help!