Bixbite
Newbie
- Jul 12, 2019
- 43
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The whole game could be 100mb and 10mb packed based on CGs. And why does it take 1,5GB RAM in main menu?![]()
To hazard an answer: my guess is, the wonderous inner workings of unity create cache for the texture assets in its internal format, which is most likely not or lightly compressed - so it can be fed to the video card efficiently - and stores it on the disk. A single uncompressed 1k texture is around 24 MB - an FHD image is almost 50 MB. Throw in a hundred or so of those images into your assets and you will have a few gigs of bloat. Depending on how the the scenes are structured, most of that bloat is going to float around in memory and tie up resources, or on weaker hardware crash the game.Once again, the 2d visual novel with 0 animations that I could run properly before damn near crashes my laptop. What exactly makes this game SO demanding? Can't even start
Sooner or later the dev will read up on memory management - most likely when they hit the soft cap of their own hardware, or when the majority of supporters will siege them with bug reports - and they will figure out how to dynamically load textures instead of trusting Unity with resource management. Then all will be fine - or some other issues pop up, I'm not an oracle.
If I remember correctly, they are using this project to learn the engine, so it's most likely a beginners mistake. Throw stones accordingly.
On a side note, Ren'py deals with this issue silently in the background, since it's optimized to be a VN engine and deal with hundreds and even thousands of images if necessary, but if you want to make 2d minigames a core part of the gameplay, then Unity is still superior in most other aspects, notably available learning materials, ease of development, marketable skills and game performance - with the caveat of the code being optimized. Maybe I'm blind, but I can't find where it's stated, that this game is going to be a visual novel, so I don't understand the outrage.