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Perfomance metrics and research about freeing used memory #401
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Almost all the memory consumption was due to the Texture Sizes. We had 4k textures with more than 40mb in the VRAM, without any sense. I did some tests with the following steps
And the results were: Resizing to 256x256 all the textures from fetch_texture Resizing to 256x256 all the textures from fetch_texture and all textures in GLTFs With this result. We implemented a Texture Quality Setting, to have multiple quality of texture with the following table
To free memory, we added a reference counter to all the resources, and when they have not been accessed for the last 30 seconds, and the reference count is just retained by the cache, we release them. All that work is in the following PR: #414 |
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