Search Issue Tracker
Fixed
Fixed in 2020.3.42f1
Votes
0
Found in
2020.3.0f1
Issue ID
UUM-15961
Regression
Yes
[Backport] [iOS] NPOT textures without compression uses more memory than a regular texture
To reproduce:
1. Open users attached project "test.zip"
2. Open "SampleScene.unity" scene
3. Select the Main Camera game object from the hierarchy
4. Make sure that "pow2" is added to the Image Reference Texture field
5. Build for iOS
6. Deploy the Xcode project to an iOS device
7. Select "Show the Debug navigator" tab on the top-left and select "Memory"
8. Observe memory consumption
9. In the Editor, select the Main Camera and replace "pow2" with "nearly pow2"
10. Make sure that Non Power of 2 is set to None
10. Repeat steps 5 - 8
Expected result: memory consumption is similar
Actual result: NPOT texture without compression uses more memory than a regular texture
Reproduced on:
2018.3.0b4 2018.4.0f1 2019.1.2f1 2019.3.0a2
Not reproduced on:
2017.4.26f1 2018.3.0b3
Device reproduced on:
-iPhone XS iOS 12.0
Notes:
- Using Unity profiler, memory consumption increase can also be seen, attaching screenshots.
- Doesn't seem to be reproducing on Android. Memory difference is really small, about 1-2MB.
VLNQA00270, Samsung Galaxy S10e (SM-G970F), Android 9, CPU: Exynos 9 9820, GPU: Mali-G76
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Standard Unity Materials and Shaders become corrupted after importing specific Asset Packages
- [Linux][OpenGL][Vulkan] Draw calls are not shown in the Event List when taking a capture of a frame with RenderDoc
- Inaccurate collision detections when Rigidbody Collision Detection is set to "Continuous" or "Continuous Dynamic"
- Crash on Object::IncrementPersistentDirtyIndex when upgrading project version
- [iOS] Multiple Xcode project instances created before opens up when performing Build and Run for iOS Platform
Resolution Note (fix version 2020.3.42f1):
Fixed in: 2020.3.42f1