Quote:
Originally Posted by SpLogic
I know there is a 20 MB download size limit for the game to be download through air. So the binary footprint is better controlled under this. What about the memory footprint, expecially when I want to support 2nd generation iPod touch? The biggest memory consumer are the images. I currently have about 3 1024x1024 sprite sheet and the memory footprint stayed at about 30 MB. The peak memory usage (during scene transition) is probably higher. In response to memory warning the cached sprite sheet could be purged. But this is an unfinished lite version of the game. The sprite sheet could grow to 4~5 1024x1024 sheet for the lite version and even more for the full version. Would that be too much? Does anybody know how much memory Angry Birds, Cut the Rope and other popular games consume (or any unitility tools that could help check the usage)? Is there a rule of thumb on the memory footprint in general? I am sure there are developers in this nice community who have gone through this exercise and could shed some light on this. Thanks for any insight.
----Ryan
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Please, correct me if I am wrong, but I could swear one of my colleagues showed me that you can run xCode memory allocations and open a new app on the device and it will appear. I think you have to load up the profiler outwith xcode though. I'm 90% this was the case. As for footprint, you are supposed to try and run with as little as possible. We used to talk about target mem in the early days, but with so many devices and iOS's now, you are just needing to get it as low as possible and properly handle memory warnings. It's very much a moving target as you can receive memory warnings when your app is running on very low memory but other apps (in the background) are chomping away.
I really wish apple closed backgrounded apps before showing memory warnings to the current app but, alas, my testing has shown that it rarely does.