2Likes
-
Dreamer
Interesting
Blog from Nordeus Dev&Ops
Heap Size
A WebGL application needs heap memory to work with, which is actually a continuous block of RAM that an application requests from the browser during the initialization process and it cannot be enlarged afterwards. So we just had to determine the size of the block. If we aimed too high, we risked that the browser wouldn’t give us that amount of memory (especially if the user were to have many tabs open in the browser). If we aimed too low, we risked the chance of using up all that memory during runtime. In both cases, if an error were to occur, the user wouldn’t be able to play the game any more and would have to reload the page or even the whole browser.
So we started with 256MB of heap but soon realized that there were some use-cases when we needed more — the app was crashing because of a lack of memory. We then increased it to 384MB and it turned out to be the sweet spot that worked. At some point in production, we experimented with 256MB, but the number of memory allocation errors during application initialization hadn’t decreased, so we turned it back to 384MB.
This link gives you the whole article/blog : Nordeus Blog - Dev & Ops - Porting Top Eleven to Unity WebGL
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules