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Re: Getting OutOfMemory exceptions

[ Edited ]

I went ahead and cut all of my assets by half and it still went over 128mb in media memory. The original assets sized for 1080p usually never went over 256mb too much (most of them were DXT compressed), so if you guys are set on the 96mb limit, some texture compression support would help a lot.

Still, I'd prefer a much higher memory limit, more than double 96mb maybe.

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Re: Getting OutOfMemory exceptions

@ShinNali, Understood. I'll pass on the suggest to see if there's any movement.

@Yamoskra, I will enquire whether we have any plans for this.
PlayStation®Mobile Dev Team
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Re: Getting OutOfMemory exceptions

I really appreciate it :smileyhappy:
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Re: Getting OutOfMemory exceptions

I think that compatibility levels are really a good idea.
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Re: Getting OutOfMemory exceptions

got OutOfMemory Exception when my app only used 4,592,016 bytes (GC.GetTotalMemory)..
0_0 it's not funny... 

 

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Re: Getting OutOfMemory exceptions

@nuekiseki,

There are some things that you can check:
- Are you releasing memory after you've finished it?
- Have you tried forcing the garbage collector?

What tools are you using? (GE2D, GraphicsContext directly, Audio, etc.)?
PlayStation®Mobile Dev Team
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Re: Getting OutOfMemory exceptions

1. yes i released all the res..
2. yes, to collect large allocation of byte array
 

It's manly on networking .. WebRequest..

i allocated 64K buffer, around +- 15 request i got OutOfMemory..
even when i set stream buffer with only 1024bytes, the simulator still throws OutOfMemory every +- 15 request.. 

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