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STATS explained

Discussion in 'Editor & General Support' started by zazoum, Apr 17, 2014.

  1. zazoum

    zazoum

    Joined:
    Sep 3, 2011
    Posts:
    78
    Can someone explain me the Stats windows in depth?
    Especially the memory issue:

    -Where are my textures get loaded? Graphics card RAM, or DDRRAM? I have 1 GB video card RAM and and I import a model with no texture, list it in the Hierarcy, run the game, and stats window says 32 MB of VRAM used.:confused: Where do these 32 MB come from?
    -What is loaded where? I have 8 GB physical RAM. What is loaded there?
    -If I change scene, memory is freed automatically, or should I do it manually?
    -Does OpenGL Power of Two (PoT 64,128, 256, 512, 1024 and so on) work in Unity too? I mean for example, if I load a 500 x 500 resolution graphic, do I reserve memory for 500x500 4 channels (aRGB), or does it get scaled up to 512x512 because of PoT rule?
    -Is there a free (preferably) asset in asset store, tha keeps track of these things in all their details?
    -I loaded a model with a looping animation, I ran the game, and left it playing for 4 days. The result at the end was 7 FPS. Why did this happen?
    -How do I keep track of memory leaks?

    And many more questions. If there is a source with a detailed explanation for all these topics, I'm sorry for bothering you and can you point it to me?

    Sorry for bad english.

    EDIT: I haven't bought Uniy yet, if that matters.
     
    Last edited: Apr 17, 2014
  2. zazoum

    zazoum

    Joined:
    Sep 3, 2011
    Posts:
    78
    anyone?
     
  3. chase-cobb

    chase-cobb

    Joined:
    Aug 16, 2011
    Posts:
    51
    I understand your confusion, and I've been using Unity for a few years now. The "stats" window contains purely black-box functionality, or the last time I checked it was.

    -No clue where models are getting loaded. It might depend on whether your objects are static or dynamic objects?
    -I assume that everything that is not a VBO would be saved in physical RAM, just another guess.
    -You can unload resources and destroy refs to game objects, but they don't go away until the garbage collector runs. You have no method of freeing memory manually, in "safe" C#, that I'm aware of.
    -You can set the texture to scale up/down/not at all, in the "Advanced" texture settings.
    -Getting access this information outside of the editor? No idea.
    -Not sure, but if you had run the profiler while you were at 7FPS you probably would have a better understanding of the issue.
    -The Unity profiler shows memory allocations.

    Keep in mind anyone with full Unity source code could answer these questions 100%, but may not be able to because of NDAs. :(

    Good luck in your hunt!
     
    Last edited: Apr 18, 2014
  4. zazoum

    zazoum

    Joined:
    Sep 3, 2011
    Posts:
    78

    The Profiler is grayed out to me. I guess it's a PRO feature, like Occlusion Culling.

    Thanks for your interest in my topic.