Search Issue Tracker
Fixed in 2021.2.X
Votes
0
Found in
2018.3.0b4
2019.1.0a1
2019.1.0f2
2019.2.0a1
2019.3.0a1
Issue ID
1150408
Regression
Yes
[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
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
- Scene view has Y coordinates of the Screen Position node flipped when some of the URP features are disabled
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
Add comment