0 votes

I'm starting to learn Godot. I exported the simple 'Hello, World' project found at Scenes and nodes on Windows 10 and when I run it, the Windows Resource Monitor shows that is using 400 MB of commit memory. I left all the export settings at their defaults except I turned debug off.

That seems a bit pricey for a single window with a single label. Is that how much the engine uses by default? If so, is there any way to lower that by excluding some unused features?

I'm using Godotv3.0.3-stablewin64

asked Jun 16, 2018 in Engine by THEsTlqoSt5j (12 points)

Well, my system is completely different (Godot 3.0.2 in Ubuntu 16.04) but, for comparison, the executable is taking only 25MB (for a tilemap with a pair of sprites and scripts). Try to use 3.0.2 or compare with other Win users.

If you appreciate big difference between 3.0.2 and 3.0.3 you should consider opening a issue.

I just tried running a project containing only a Label in Godot Git a74e151 on Linux. Using a self-compiled release export template, I noticed a RAM usage of 116 MB according to htop, which is much smaller than what you reported.

However, after starting the same project from the editor on Windows, I could measure a RAM usage similar to the one you reported, so this issue is probably only affecting Windows.

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