Texture Memory - How much is too much?

Using the fps community code I am showing a range of memory used from .5mb to 15mb depending on which scene of my game I’m in.

Is this low/average/high compared to what you guys are seeing in your apps?
What is the max threshold you have found for iOS devices?

I am testing on a iphone4 4.1, 3G 4.1, 3G 3.1.3, and iPad 3.2.2 all with very different and seemingly erratic results. None of them ever display the same amount of memory used during side by side testing.

Any info on the subject is appreciated. Thanks! [import]uid: 9187 topic_id: 4040 reply_id: 304040[/import]

I read that the general rule for iPhone (not sure which model, 3G or iPhone4) was 24 MB of texture memory. iPad can seemingly go up to 64 MB or maybe even 128. Apple has been known to reject some apps that push the high end (i.e. 50+ MB on iPhone). I hear the entire app will crash on some devices if you push the texture memory up too high.

If you stay around 16-24MB on iPhone and 32-64MB on iPad, I imagine that will keep you totally in the clear for memory usage.
[import]uid: 9747 topic_id: 4040 reply_id: 12493[/import]

Really? I had read that it was something like 10 MB for older phones and 20 MB for iphone 4. Which seems really low. It’d be really nice to have more concrete info, especially for older devices. [import]uid: 10835 topic_id: 4040 reply_id: 12880[/import]

And what is the most reliable way to show how much memory you are using? I have tried the FPS sample from the community submitted section and get numbers all over the place. Same scene will show 14mb on the simulator and .2mb on the phone? [import]uid: 9187 topic_id: 4040 reply_id: 12889[/import]

In the FPS example, the texture memory is calculated as follow:

system.getInfo(“textureMemoryUsed”) / 1000000

However, shouldn’t it be

(system.getInfo(“textureMemoryUsed”) / 1024) / 1024

to display memory usage in MB, since one megabyte is 1024 KB (which is 1024 Bytes)? [import]uid: 9644 topic_id: 4040 reply_id: 12923[/import]

Very good point, but I think the issues is more about why do the devices and simulator show such drastic difference in memory used? [import]uid: 9187 topic_id: 4040 reply_id: 12939[/import]