Hello, hello.
We’ve discovered a pretty debilitating issue with World Composition when running some tests for our project. We added 400 tiles (1km x 1km per tile) into the engine only to find that if all tiles are loaded up together, they use roughly 5+ gigs worth of memory (Although this number isn’t stationary. The longer the engine runs the higher the memory usage climbs).
This is of course pretty standard. The problem arises when we attempt to unload the tiles. Meaning if we hide the remaining 399 tiles and only leave one 1x1 tile to remain on the screen, the memory usage remains the same (5+ gigs of RAM usage). Is this normal? Is this the way World Composition is supposed to work or are we missing something when it comes to optimizing the usage of tiles and World Composition. Any help would be appreciated.
We’re pretty desperate in looking for a solution to this issue. We’ll probably be bumping this once a week in order to see if there’s anyone out there with the experience we need to help us figure this out. Thank you. Will add pictures of this issue along with the RAM usage numbers shortly.