Issues determining streaming pool memory usage

Hello,

I am doing memory profiling for a mobile project and one of our high memory usage areas is textures. We have made changes to texture streaming pool size r.Streaming.PoolSize but don’t see those changes reflected in OS memory.

In this case I am using Android Studio memory profiling and not seeing a difference in usage between a 600MB pool and a 50 MB pool. Although, I am seeing the debug warning in-game when going over streaming pool memory usage.

Is there an implementation detail that would cause this behavior? How can I properly track how much memory is going to this area?

Thanks,

Hi Daniel,

Based on what I can see in the implementation, r.Streaming.PoolSize is used as in memory budget enforcement, however, Pool is perhaps a misnomer as the memory isn’t preallocated which would explain why you are not seeing differences as the OS allocation level.

Best regards.