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Bug Memory Profiler: Snapshots take too much memory

Discussion in 'Profiler Previews' started by tessellation, Feb 4, 2022.

  1. tessellation

    tessellation

    Joined:
    Aug 11, 2015
    Posts:
    377
    It's very useful to be able to capture Editor memory usage and find leaks that only occur in the tool. When doing this, we're seeing a lot of memory being used by the Memory Profiler itself when it captures Snapshot screenshots. When you have a lot of captured memory profiles, these can take up a lot of memory. Since they are only used as thumbnails, couldn't you scale these down in size (ideally take a bilinear/Mitchell mip-map that's smooth, not nearest neighbor) and maybe DXT compress them using Texture2D.Compress()? There's no reason these should be taking up a gigabyte of RAM in the editor.
     
    MartinTilo likes this.
  2. MartinTilo

    MartinTilo

    Unity Technologies

    Joined:
    Aug 16, 2017
    Posts:
    1,968
    Hello :)

    We've actually just reduced the screenshot size in memory with 5.0, if only just a little, but you're right that they can be reduced more and we're looking into that.

    Are you per chance using a 4K monitor though? I couldn't reproduce screenshots that unreasonably big without one, which is probably how I didn't notice how bad it got...

    btw, you can take snapshots without taking screenshots as a stop gap solution until we ship a fix:
    Unity_6E7aAxHcxw.png
     
  3. tessellation

    tessellation

    Joined:
    Aug 11, 2015
    Posts:
    377
    Thanks for the reply! Yes I'm running the editor on a 4K monitor, but most of my captures are from a Google Pixel XL and only a handful of ones from the editor. Most of them were taken with version 0.4.4. For the editor, the Game view isn't that large, though, so I haven't tested if it's using the Game View resolution or the 4K screen's resolution.

    Thanks for the work-around and I'm glad to hear that you're working on reducing them.