The system is running out of memory. Please close applications to free memory or free up space on th
After a couple of times running the app in Oculus Link from the Editor 2020.2 I get this memory message: The system is running out of memory. Please close applications to free memory or free up space on the partition where the pagefile is located. Used memory (physical and paged): 94% (30828MB of 32724MB). Discarding profiler frames data. If I run the app without Oculus Link, I don't get this error. I had disabled the Virtual Memory from Windows. Any ideas why this happens?1.8KViews0likes0CommentsProfiling app RAM usage on the Quest
Hey guys, I am getting inconsistent stats from Logcat and Snapdragon Profiler. I am profiling the RAM usage of my application made with Unreal Engnine 4.24 and latest Oculus SDK (from the oculus branch of unreal engine). The issue is that according to snap dragon my app is using around 1.5 Gb and according to Logcat 227 mb. (I have already posted this on the Snapdragon developer forum) Who do I trust? And how do you guys profile your RAM usage?2.9KViews0likes2CommentsHigh Lost RAM memory when the app is launched on Quest
Hello everybody. I hope someone will could help me :smile: I'm trying to explain why my application has crashed with an out of memory interruption. I captured the memory state of my Quest just after a reboot with a "adb shell dumpsys meminfo" and I saw : Total RAM : 3.881.224K Free RAM : 2.334.507K Used RAM : 1.452.993K Lost RAM : -56.676K I think free ram and used ram values are ok. Then I launched my app which takes 1.5Go in ram memory (big app...). So it should be Ok. After exiting my app (with crash) I captured again memory state : Total RAM : 3.881.224K Free RAM : 1.240.407K Used RAM : 1.465.181K Lost RAM : 1.026.836K I said to myself "ok it's probably a memory leak. Don't worry". I checked runtime memory leak by a runtime memory profiling on Quest with OvrMetricsTool and on PC with Unity profiler. The memory was stable. I ran Quest app many times and the system memory state remains stable with Lost RAM around 1.000.000K and Free RAM 1.250.000K. I rebooted the Quest and I dit the same test with an another game of the studio. The result was the same but smaller. I 've had 300.000k on Lost Memory... (the game is smaller). I think when i launch my game, it involves a 1.000.000K loss memory and then try to use its 1.5Go and badaboom crash with "out of memory". It's not possible to reuse this "lost memory" without reboot the Quest (Edit: After other tests, some of this lost memory is reused. It's look like cache system ? so why is it considered as "lost memory" ?). By searching on Internet Lost memory is the memory that have been lost by the OS or that have been reserved by other task which has nothing to do with OS (kind of drivers). So my questions are : What do you think of this ? Is it possible memory leaks could involve an irreversible memory loss by the system ? Do you think it's an app problem ? Additionnal Information : Unity 2019.2.10f1 OvrPlugin 1.45 Oculus Integration v13 (Feb 7th 2020)2.4KViews0likes1CommentWhere is my RAM? Unity app on Oculus GO non-deterministic crashing with < 1gb memory used!
Been at this for a couple weeks now, so I need help. I have a relatively large app with many features, and recently it started exhibiting crashes, mainly during a new scene load, which made it terrible to track down. I eventually figured out were due to out-of-memory issues. I had no logs saying this, but doing an adb bugreport eventually showed the culprit as lowmemorykiller ending the process abruptly. So using Unity's great profiling tools, I was able to get my RAM consumption down from about 2gb to under 1gb. Crashes seemingly abated. Then I went on with other optimizations, including switching from GLES2 to GLES3+Single Pass Rendering. Now the crashes are coming back! I'm not using any more memory, except possibly for GLES3 itself - the profiler shows 1.02gb in use, 0.76 for unity and 270mb for "GfxDriver". However, I was previously able to have 2gb in memory before crashes before, on GLES2, so why would I crash now at ~1gb on GLES3? Further, the crashes are not consistent - sometimes I can play everything fine with no crashes, other times not. Sometimes, simply connecting to the Unity profiler pushes me over the edge to a crash, further complicating my debugging process. If I'm interpreting things correctly, the profiler says (right before the crash) that I'm using 1.02gb out of "reserved" 1.05gb, and that 2.40gb "total system memory usage" - so what is using the extra 1.4gb? Is there any better way I can isolate the specific causes of the issue? I really can't do much more to manage my RAM usage. Half of it is out of my control - 270mb on the graphics driver, and 200mb for the eye render textures - and it just feels like every time I lower my memory usage a bit, the point where I get a crash becomes lower to compensate. If I can't get an answer I'll just have to go back to the inexplicably working GLES2, and lose single-pass rendering, but that will lead to degraded user experience, so please send any suggestions! Thanks2.2KViews2likes4CommentsOculus Go memory
My Oculus Go (32 GB version) has only 23.1 GB of memory. I'm aware that the OS and pre-installed apps use some memory, but my Oculus Go only has 23.1 GB in total and only 15.5 GB of free space. Could the memory be defective or it is not enough installed? Is this a known problem?748Views0likes1CommentCan low memory in the target device (GO), affect my game performance?
I'm working on static and dynamic batching in unity. In my Oculus Go, I only have 2G free memory. Despite the optimization, I noticed a low performance in my game. Can low memory in my Go, affect my build performance?Solved2.1KViews0likes6CommentsConcerning 2.3.1 and 16GB vs 32GB of RAM
So ever since I got the new Rift S I had been spending a lot of time in Oculus Medium, which has also led me to get into Blender as well. Even though I haven't really has any major problems using Medium, I have notice that when I make my model at a much higher resolution then things start to slow down quite a bit. One major thing that emphasizes this is the move tool. Using the move tool becomes pretty inconvenient as it sometime causes the loading logo to appear every time I use it (especially if it is on Elastic Mode). According to the latest update, 2.3.1, there are supposed to be some performance improvements. One thing it mentions is being able to sculpt at much higher resolutions than before. Honestly, I haven't notice a difference when I've been using. Performance and resolution limitations seem to be the same as before the latest update. As for VRAM usage I can't really say if that has changed as I don't really monitor it as I use the Rift. So I suppose this leads me to my next concern. I've read some posts in the past saying that there would be a benefit to having 32GB of RAM. Now if that is really the case then I would consider actually getting 32GB to hopefully improve my sculpting, but I just need it to be properly confirmed by people who actually know before I go ahead and spend £140 on parts I may not actually need. So after all that noise, here is the actual question: Will upgrading to 32GB of RAM actually improve things, or is it not worth it? Sorry. It's a long post, but I really do love sculpting in VR and I want to make sure I can have the best experience possible. For anyone who is curious about my specs: i7-8700, using turbo boost (4.3ghz on all cores) 16GB RAM 2133Mhz RTX 2070 480GB SSD Thanks :)2.2KViews0likes6CommentsAnyone using Carmack vr5kplayer tool?
Hi all, any of you have any experience producing content for the GO using Carmack's dynamic 5k video tool? We've been working with it to "port" some RIFT vr experiences to Go (creating a passive, video-based version) and have been running into a few issues related to GO memory limits, with .apks crashing out with videos longer or at higher bitrates than a certain level, audio looping broken etc. Anyone else run into similar issues or figured out any workarounds? We ended up getting 5k source clips at 27000 kbps working up to ~ 1:50 in length, but anything longer/higher in bitrate ends up creating an .apk that is >800mb and crashes on launch. Android logs say I'm running out of memory, though I'm unsure how the henry5k experience and Felix and Paul Jurrassic Park apps (both made with this tool) are getting around this, each being much longer/greater in size.1.8KViews0likes6Comments