Our application collects data about every
Event.CONTEXT3D_CREATE fired by Starling.
We found out, that for every 100,000 unique players, a friction of 200-300 will report this event.
If I understand correct, this event tell us that (all?) textures were removed from GPU and need to be re-uploaded (check usages of
ConcreteTexture.onRestore) - for this, Starling must keep all of the PNG/ATF textures in RAM, to be able to re-upload them.
So if my game is contains 300MB textures, my is RAM usage is up 300MB for a 0.25% probability scenario?
Does anybody have other stats than mine? because if Context Loss is so rare, I can think of other ways to cope with it, rather than bloating my RAM so high...
What do you think?