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Unity webplayer eating mah Memory

Discussion in 'Editor & General Support' started by Superflat, Oct 12, 2009.

  1. Superflat

    Superflat

    Joined:
    Mar 19, 2009
    Posts:
    354
    Hi,

    I'm building this ArchViz demo but it's eating my ram, it's totalling around 800mb and i don't know why. I tried turning off a water texture (pro), i turned off a mirror, i disabled all the cube map reflections.

    I went over some models that had mesh colliders and gave them box colliders and only managed to get it down to 800 mb when playing.

    you can see it at: http://www.superflat.nl/ArchViz/demo.html

    It's a streaming webplayer that i tried out, don't click on the buttons too fast because you'll end up in an empty scene :p

    If you guys could please take a few minutes to take a look at my demo and gave me some points. Im at a loss at how to optimise. I already cut polys from all the models and redid most the textures. I'm beginning to think that all the lightmap materials are causing the Memory load.

    HALP!
     
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    A game engine will naturally always try to run as fast as possible and use as much CPU as possible. You can limit this by using vsync (not sure if that works for webplayers) or Application.targetFrameRate.

    --Eric
     
  3. Superflat

    Superflat

    Joined:
    Mar 19, 2009
    Posts:
    354
    it says it's on by default for webplayers and i recon 50 - 60 fps for a webplayer application is standard?
     
  4. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
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    Set it to something like 30 and see what happens.

    --Eric
     
  5. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Also don't test it with FireFox ... cause the Fire part in the name comes from the fact that it brainlessly burns through cpu and RAM resources.
     
  6. Superflat

    Superflat

    Joined:
    Mar 19, 2009
    Posts:
    354
    At the start screen Memory load is 300 ram but then shoots back up to 800 ram again.

    I setup the FrameRate script in a Start() function and stick that on the start screen.

    I tried loading up IE with the demo but it keeps telling me to install the plug in :/ A friend tells me it's not positioning certain gui elements correct in IE either.
     
  7. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    Are we talking about CPU usage or RAM usage? Because those are two completely different things and can't be mixed together.

    --Eric
     
  8. Superflat

    Superflat

    Joined:
    Mar 19, 2009
    Posts:
    354
    Yeah, sorry about that. It was really late when I posted this.
    I was talking about ram. Task manager listed the web player as eating 800+ ram.

    [edit] editted my post to seem less thick, sorry about the confusion. I blame sleep deprivation
     
  9. Superflat

    Superflat

    Joined:
    Mar 19, 2009
    Posts:
    354
    No one even gave it a look?
     
  10. iwillbenice

    iwillbenice

    Joined:
    Jun 7, 2013
    Posts:
    21
    Hi, I know this is super old thread but maybe someone can help me.
    I have similar problem on web player on Unity 5.0.4f. Unity web player takes up 950 MB of RAM which is way too much for the game.
    Have you found reason or fix for this? I would appreciate some response,
    Thanks in advance!