A quick and easy way to find out the GPU and CPU memory usage of your Defold game on HTML5 platform.
So, this is an adaptation into a native extension of the excellent WebGL-Memory library for the Defold engine. You add the extension to your project, then you can ask how much WebGL memory and resources you're using. It's important to keep in mind that WebGL-Memory tries to approximate the data, so the statistics may not be accurate.
As an extra bonus, this extension retrieves the size of the heap used by the game.
Important
Use the extension only during game development. Remove it as a dependency in the release version of the game! It wraps WebGL calls and therefore slows down your game.
Check out the online demo to see how it works.
Add this project as a Defold library dependency. Open your game.project
file and in the dependencies field under project add:
https://github.com/indiesoftby/defold-webgl-memory/archive/main.zip
Request the data:
if webgl_memory then
local info = webgl_memory.get_info()
print("GPU memory used in total: " .. math.floor(info.memory.total / 1024 / 1024) .. " MB")
print("CPU heap size: " .. math.floor(info.memory.wasmheap / 1024 / 1024) .. " MB")
end
When you call webgl_memory.get_info()
, the result is:
{
context = {
vendor = <string>,
renderer = <string>,
unmasked_vendor = <string>,
unmasked_renderer = <string>,
},
memory = {
buffer = <bytes used by buffers>,
texture = <bytes used by textures>,
renderbuffer = <bytes used by renderbuffers>,
drawingbuffer = <bytes used by the canvas>,
total = <bytes used in total>,
wasmheap = <bytes used by the Defold engine>, -- is injected by the extension and equals to `Module.HEAP8.length`.
},
resources = {
buffer = <count of buffers>,
renderbuffer = <count of renderbuffers>,
program = <count of programs>,
query = <count of query objects, WebGL2 only>,
sampler = <count of samplers, WebGL2 only>,
shader = <count of shaders>,
sync = <count of sync objects, WebGL2 only>,
texture = <count of textures>,
transformFeedback = <count of transformfeedbacks, WebGL2 only>,
vertexArray = <count of vertexArrays, only if used or WebGL2>,
}
}
In HTML5 your main task is to minimise the memory consumption of the game. Firstly, modern mobile browsers have OOM protection and the browser can simply stop running your game and free up resources for other tasks if memory usage is too high. Secondly, allocating a large amount of memory for your game requires freeing up device resources, and this can lead to lags and slow startup of your HTML5 game.
- Minimise the required heap size. Set the
game.project
heap size to 32 megabytes (minimum). Run the HTML5 build of your game and check the value ofwebgl_memory.get_info().memory.wasmheap
. If it is greater than 32 megabytes, increase this parameter and run the game again. - Use texture compression: 16bpp or UASTC if their output image quality is OK to you. They will significantly reduce the size of the consumed video memory and speed up the performance of your game.
- Use 2k atlases instead of 4k/8k atlases to reduce required heap size. Uncompressed RGBA 4k atlas with mipmaps uses 85x2 (190) megabytes of heap just to transfer it to the video adapter memory.
This project is licensed under the terms of the CC0 1.0 Universal license. It's developed and supported by @aglitchman.
It includes includes a release version of WebGL-Memory, license MIT.