Oculus Platform Unity Integration Memory Optimization
Hi devs!
I'm a member of the Platform SDK team and I'm working on improving the memory usage of the Oculus Platfrom Unity integration.
I started to profile our memory usage and there is definitely room for improvement. However, since I don't have much experience developing Unity games, I'm not sure what kind of memory usage is acceptable.
Our thinking currently is that for much a the SDK, a small amount of heap allocated memory is acceptable. Things like getting achievement definitions, cloud saves, getting users, and the like probably won't be called every frame, and so hyper optimizing there isn't necessary. (Also, this allows our APIs for these things to be a bit more user friendly.)
However, things like VOIP and P2P networking shouldn't allocate at all, except during setup and teardown. Voice and networking are going to be called every frame, so no allocation is acceptable.
Does this make sense and seem reasonable?
Also, and insight you can give into how you determine what is acceptable per-frame allocation, and how you meet that is more than welcome.
Best,
Casey
I'm a member of the Platform SDK team and I'm working on improving the memory usage of the Oculus Platfrom Unity integration.
I started to profile our memory usage and there is definitely room for improvement. However, since I don't have much experience developing Unity games, I'm not sure what kind of memory usage is acceptable.
Our thinking currently is that for much a the SDK, a small amount of heap allocated memory is acceptable. Things like getting achievement definitions, cloud saves, getting users, and the like probably won't be called every frame, and so hyper optimizing there isn't necessary. (Also, this allows our APIs for these things to be a bit more user friendly.)
However, things like VOIP and P2P networking shouldn't allocate at all, except during setup and teardown. Voice and networking are going to be called every frame, so no allocation is acceptable.
Does this make sense and seem reasonable?
Also, and insight you can give into how you determine what is acceptable per-frame allocation, and how you meet that is more than welcome.
Best,
Casey
