memory issue
cyxse opened this issue · 24 comments
Memory leak when playing by Xcode profile tool launch app, why?
Will have a look
skscene and skvideonode not dealloc
Yes, I will put a fix, thank you !
Should be better now
Nope still leaking. Have a look at this: https://forums.developer.apple.com/thread/21855
Play the video 2-3 times (scrub back). Received memory warning will appear 2-3 times in the debugger and then it crashes. I'm experiencing the same with my own version of a VR 360 video player. Please file a bug report at Apple. This has been unfixed for some time...
Not able to reproduce here, if it happens I'll file a radar, thanks NickAtGit
This is still happening for me.
Try making the video loop. I also just had it happen on a longer YouTube 360 mp4 url. It crashed after a few minutes.
To loop a video I added :
NSNotificationCenter.defaultCenter().addObserver(self,
selector: "loopVideo",
name: AVPlayerItemDidPlayToEndTimeNotification,
object: player?.currentItem
)
and
func loopVideo() {
player!.pause()
let seconds : Int64 = 0
let preferredTimeScale : Int32 = 1
let seekTime : CMTime = CMTimeMake(seconds, preferredTimeScale)
player!.seekToTime(seekTime)
player!.play()
}
Try letting it run for a few minutes or loops.
@kosso did just that and let it run 7-8 times without issue :/ I am on a 6S plus maybe that's that. I ll try on an iphone 5
@Aralekk I'm on an iPhone6 running iOS 9.2.1
I just let it run with the included vr.mp4 demo and the memory warnings started after about 40 seconds, then crashed a few seconds later.
The bug definitely is still present, run a memory leak profile with instruments...
Yes. Running through Instruments shows the memory heap growing and growing to over a 1Gb until it crashes.
I thought it might be my looping. But playing a long 360 mp4 from YouTube caused the same result eventually. I can't quite tell what's causing it. But there are a lot of references to something called "jet_texture_Metal" taking up the majority of the persistent allocations. This seems to have something to do with SpriteKit.
Wanted to bump this. Did anyone come to a solution for the memory leak? I've been trying and cannot find one.
Same here. No luck.
Bumping. iOS 9.3.2, the issue remains :(
I am at WWDC in June. I will talk to the SceneKit team there and hope they'll fix it soon...
Awesome, I keep my fingers crossed :)
@NickAtGit I'll be at WWDC too, maybe we can catchup and go at them a unified front ? ;)
Hope the fix will come sonner rather than later..
Unified front sounds like a winner. At the moment I had to turn to Google VR SDK but it just doesn't feel right ;)
They do, it’s called cardboard and has a toggle button implemented in GVRWidgetView (http://cocoadocs.org/docsets/GVRSDK/0.8.0/Classes/GVRWidgetView.html http://cocoadocs.org/docsets/GVRSDK/0.8.0/Classes/GVRWidgetView.html)
25 maj 2016 kl. 02:46 skrev Contra notifications@github.com:
@sajoneri https://github.com/sajoneri It seems that Google VR SDK doesn't support stereo video?
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@sajoneri OK Thanks.
I also found this: "Stereo videos should be 1:1 aspect ratio." https://developers.google.com/vr/concepts/vrview#supported_formats
@Aralekk where are you at WWDC? I'm sitting in the Broadway download area in front of Pacific Heights... The SceneKit Lab is this afternoon
Ok I'm coming up ! You can reach me(415) 483 6088
Ok i asked everybody there, you must have left :) reach me on twitter @aswiniarski if you want to meet :)