Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.2.14f1
2018.2.17f1
Issue ID
1095432
Regression
No
[iOS12] RenderTextureMemoryless.MSAA doesn't save memory
Reproduction steps:
1. Open the attached project.
2. Build and run it on an iOS 12 device.
3. Click the buttons to turn AA ON or OFF and compare memory usage between them.
Actual behavior:
- The application uses ~50 MB more memory using AA.
Expected behavior:
- AA doesn't impact memory usage.
Reproduced with:
iPhone XS iOS 12.0
2017.4.0f1, 2017.4.16f1, 2018.2.17f1
Not reproducible with:
iPhone 7 iOS 11.0
Note:
Application crashes on 2019 version of Unity. May not be related to the memory issue. Stack trace attached below
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
- [Linux] UI picking is offset to the left when Reference DPI and Fallback DPI differ
- Scrolling in a default ScrollView in WebGL builds is slower when compared to other platform builds and the Editor
- Physics 2D Manager documentation page is missing
- Duplicate External Textures start appearing when a Texture created with "CreateExternalTexture" is modified causing Memory Usage spikes on VisionOS
- Silent crash when using a "Blend Shape" in a "Skinned Mesh Renderer" to move vertices to Vector3.positiveInfinity, and "Occlusion Culling" is baked
Resolution Note (2019.1.X):
Apparently this is not a bug, so going to give you quick explanation what is happening and why.
Lets start with iOS 12, the reason why yous see increased memory usage with memoryless MSAA, because depth is also MSAA, but not memoryless. Now you probably wonder why you do not see it in pre 12.0 iOS version, because it was incorrectly recorded before and in iOS 12.0 this was fixed.
Basically on 12.0 exposes more memory that was hidden before, you most likely noticed by now that xcode shows that 12.0 apps takes more memory than 11.0.