Skip to main content
Inspiring
June 3, 2013
Question

How to Determine Safe Max Memory Limit?

  • June 3, 2013
  • 1 reply
  • 973 views

From what I understand, the amount of memory available to your AIR game on a device will vary depending on how many other apps the user is running, the type of device, etc. 

So with this in mind, how does one define a safe max memory limit for a given device? What percentage of a device's total RAM can we assume we have access to? 

Here are the iOS RAM Specs

  • iPod (4th Gen): 128Mb.
  • iPad 1: 256 MB
  • iPad 2, iPod Touch (5th Gen): 512 MB
  • iPad3: 1 GB 

I already have highly optimized texture atlases using PVRTC ATF for best use of memory, but if you've ever worked with a passionate creative department, you'll know they always want more. I need to be able to tell them exactly how many spritesheets they have to work with for a given device - how would I do this? 

NOTE: iPhones/iPod Touches/iPads all have a Unified Memory Architecture which mean that both the CPU and GPU share system memory, which means there is no dedicated GPU GRAM on these devices. So the RAM listed above, I assume, is shared by both the game logic and the GPU.

This topic has been closed for replies.

1 reply

Inspiring
June 3, 2013

Update, I've found an Objective C post on Stack Overflow that answers this question

Here are the (rough) max memory limits to expect before an out-of-memory crash will occur:
iPad1: 127MB/256MB (crash amount/total amount)
iPad2: 275MB/512MB
iPad3: 645MB/1024MB
iPhone4: 325MB/512MB

Note that max memory limit will vary depending on how many apps a user is running, but these figures are a good rough guide. See the Stack Overflow post for more details.