Can we customize the RAM size in the xcode simulator somehow - ios

I want to test my project mobile app installation in a very low memory device. Lets say in around 1 GB. The xcode comes with the defined RAM sizes.
Is there any way I can customize the RAM size in xcode like I can do in Android studio.
If yes, how?
If not, is there any other alternative or simulator type which I can use for this testing?

You can do that by using a specific device in your simulator - iPhone 5 and 5S have 1 GB of RAM.
There's no point in specifying different amount of RAM than that of an actual device - since iOS is a closed ecosystem, you will never run your app on a device with, for example, 1.5 GB of RAM, because such device doesn't exist.
So, to test your app for devices with different amount of ram, use appropriate simulator:
1 GB - iPhone 5, 5S
2 GB - 6, 6 Plus, 6S, 6S Plus, SE, 7, 8
3 GB - 7 Plus, 8 Plus, X
If you don't have appropriate simulator installed, go to Xcode > Preferences > Components, there download and install whatever necessary.

Related

Memory usage for a SceneKit based app is significantly higher in iOS 12

For a SceneKit based app running in iOS 12, we are seeing significantly higher memory usage.
To duplicate, make a new project with the iOS Game Template in Xcode 10. Don't make any changes. Just compile and run it on different iOS devices.
Here is what we found:
iPhone 6 Plus (iOS 12): 44 MB
iPhone 6S Plus (iOS 11.4): 21 MB
iPad Air 2: (iOS 11.4): 18 MB
iPadPro (12.9): (iOS 12.1): 104 MB
Note: Memory values from Xcode Debug Navigator
Some variance was expected not 2X for the iOS 12 based device. Selected rendering API: Default.
Is there a default setting that we can tweak to get lower/normal memory usage behavior?
Updated with iPadPro numbers.
Bug report filed: #46170101
vmmap -summary example1.memgraph
// snippets from the 2 memorygraphs
iPadPro 12.9
---------------
Physical footprint: 100.6M
Physical footprint (peak): 168.5M
iPad Air 2
---------------
Physical footprint: 22.1M
Physical footprint (peak): 22.3M
Slight variation in footprint but in the same ballpark (18 vs 22.1 & 100 vs 104).

drastic drop in fps on iPad

I made an iPhone app using Apple's SceneKit. On iPhone 5s the app runs with 60fps with very occasional drops to 40fps (I think that happens when not much is changing in the scene). I tried to run the same app, made absolutely no chnages to the code, on an iPad 3 and the app has a huuuuge lag. fps never go above 16. I was comparing the gpu models of 5s and iPad 3 and they are both A7. Why am I experiencing such drastic drop in fps? Is this a hardware problem and I need to lower the graphical intensity of my app?
Edit: the iPad is 3 years in use iOS9, 5s 7 months and runs iOS8.4
They have different GPUs and CPUs.
The iPad 3 was the first with a retina display which means 4 times display resulution over the iPad2. The Pad was quickly replaced with the iPad 4 wich had a stromger GPU with higher clockspeed. Btw the iPad 3 had aARM-Cortex A9 CPU with 1 Ghz and the iPad 4 came with one of Apples first oen CPUs called Apple Swift running at 1,4 GHz.
As for your scene. Might be best if you create less objects on that device or exclude it from the compability list.

Supporting iPad Mini when I need more RAM

I'm developing a game that requires a decent amount of memory. I've optimized it for basically every iOS device that can run 8.0+, except for the iPads with 512MB of RAM. Do I have to support the iPad mini, or could I write a disclaimer stating that it won't run that device. Or is there some way that I can half the size of every image that is loaded by code? What is the best way to go about this?

Unity Slow performance on iPhone 6 Plus

Unity 5.1.2 iOS 8.4
Ive noticed massive performance issues with iPhone 6 Plus
Tested on iPhones 4s, 5, 6 performance looks about that Running solid 60 FPS
On iPhone 6 Plus however performance is going down to about 22 FPS for some reason. Unity profiler simply shows longer time to render.
Here is the log for iPhone 6 Plus
Notice average frame time is higher and max frame time is doubled that iPhone 4s?
Im wondering if this is just me or the Unity bug, probably with Metal?
I have had this issue before, the iPhone 6 plus will use the metal graphics library by default. Unfortunately this is very buggy at the moment and actually slows everything down! Go to your player settings/Other settings and untick "Automatic Graphics API" and choose OpenGLES2, this is the most stable library at the moment.

iOS app run fast in iphone 5 but slow in iPAD Air

I am developing a graphic intensive game in iOS7.
The app is tested in iphone 5 with good performance
but a bit lag and slower in iPAD air.
The CPU should be pretty much the same or iPAD air should be even faster.
But the rendering seems a bit slow in iPAD.
My app is in iOS7 based on iphone in XCode project.
are some plist parameters issue or app build setting issue?
The iPad Air actually has better hardware than iPhone 5.
iPhone 5
1.3 GHz dual-core Apple-designed ARMv7s Apple A6
PowerVR SGX543MP3 (tri-core, 266 MHz) GPU
1GB LPDDR2 DRAM
iPad Air
1.4 GHz dual-core 64-bit Apple A7 SoC with M7 motion coprocessor
PowerVR G6430 (4-core) GPU
1 GB LPDDR3 DRAM
Source: http://en.wikipedia.org/wiki/List_of_iOS_devices
I think the higher screen resolution of the iPad, though, actually makes for worse performance on it. I would suggest optimizing your code the way you would if it were slow on both devices.

Resources