ios app maximum memory budget

115,323

Solution 1

I think you've answered your own question: try not to go beyond the 70 Mb limit, however it really depends on many things: what iOS version you're using (not SDK), how many applications running in background, what exact memory you're using etc.

Just avoid the instant memory splashes (e.g. you're using 40 Mb of RAM, and then allocating 80 Mb's more for some short computation). In this case iOS would kill your application immediately.

You should also consider lazy loading of assets (load them only when you really need and not beforehand).

Solution 2

Results of testing with the utility Split wrote (link is in his answer):

device: (crash amount/total amount/percentage of total)

  • iPad1: 127MB/256MB/49%
  • iPad2: 275MB/512MB/53%
  • iPad3: 645MB/1024MB/62%
  • iPad4: 585MB/1024MB/57% (iOS 8.1)
  • iPad Mini 1st Generation: 297MB/512MB/58%
  • iPad Mini retina: 696MB/1024MB/68% (iOS 7.1)
  • iPad Air: 697MB/1024MB/68%
  • iPad Air 2: 1383MB/2048MB/68% (iOS 10.2.1)
  • iPad Pro 9.7": 1395MB/1971MB/71% (iOS 10.0.2 (14A456))
  • iPad Pro 10.5”: 3057/4000/76% (iOS 11 beta4)
  • iPad Pro 12.9” (2015): 3058/3999/76% (iOS 11.2.1)
  • iPad Pro 12.9” (2017): 3057/3974/77% (iOS 11 beta4)
  • iPad Pro 11.0” (2018): 2858/3769/76% (iOS 12.1)
  • iPad Pro 12.9” (2018, 1TB): 4598/5650/81% (iOS 12.1)
  • iPad 10.2: 1844/2998/62% (iOS 13.2.3)
  • iPod touch 4th gen: 130MB/256MB/51% (iOS 6.1.1)
  • iPod touch 5th gen: 286MB/512MB/56% (iOS 7.0)
  • iPhone4: 325MB/512MB/63%
  • iPhone4s: 286MB/512MB/56%
  • iPhone5: 645MB/1024MB/62%
  • iPhone5s: 646MB/1024MB/63%
  • iPhone6: 645MB/1024MB/62% (iOS 8.x)
  • iPhone6+: 645MB/1024MB/62% (iOS 8.x)
  • iPhone6s: 1396MB/2048MB/68% (iOS 9.2)
  • iPhone6s+: 1392MB/2048MB/68% (iOS 10.2.1)
  • iPhoneSE: 1395MB/2048MB/69% (iOS 9.3)
  • iPhone7: 1395/2048MB/68% (iOS 10.2)
  • iPhone7+: 2040MB/3072MB/66% (iOS 10.2.1)
  • iPhone8: 1364/1990MB/70% (iOS 12.1)
  • iPhone X: 1392/2785/50% (iOS 11.2.1)
  • iPhone XS: 2040/3754/54% (iOS 12.1)
  • iPhone XS Max: 2039/3735/55% (iOS 12.1)
  • iPhone XR: 1792/2813/63% (iOS 12.1)
  • iPhone 11: 2068/3844/54% (iOS 13.1.3)
  • iPhone 11 Pro Max: 2067/3740/55% (iOS 13.2.3)

Solution 3

I created small utility which tries to allocate as much memory as possible to crash and it records when memory warnings and crash happened. This helps to find out what's the memory budget for any iOS device.

https://github.com/Split82/iOSMemoryBudgetTest

Solution 4

In my app, user experience is better if more memory is used, so I have to decide if I really should free all the memory I can in didReceiveMemoryWarning. Based on Split's and Jasper Pol's answer, using a maximum of 45% of the total device memory appears to be a safe threshold (thanks guys).

In case someone wants to look at my actual implementation:

#import "mach/mach.h"

- (void)didReceiveMemoryWarning
{
    // Remember to call super
    [super didReceiveMemoryWarning];

    // If we are using more than 45% of the memory, free even important resources,
    // because the app might be killed by the OS if we don't
    if ([self __getMemoryUsedPer1] > 0.45)
    {
        // Free important resources here
    }

    // Free regular unimportant resources always here
}

- (float)__getMemoryUsedPer1
{
    struct mach_task_basic_info info;
    mach_msg_type_number_t size = sizeof(info);
    kern_return_t kerr = task_info(mach_task_self(), MACH_TASK_BASIC_INFO, (task_info_t)&info, &size);
    if (kerr == KERN_SUCCESS)
    {
        float used_bytes = info.resident_size;
        float total_bytes = [NSProcessInfo processInfo].physicalMemory;
        //NSLog(@"Used: %f MB out of %f MB (%f%%)", used_bytes / 1024.0f / 1024.0f, total_bytes / 1024.0f / 1024.0f, used_bytes * 100.0f / total_bytes);
        return used_bytes / total_bytes;
    }
    return 1;
}

Swift (based on this answer):

func __getMemoryUsedPer1() -> Float
{
    let MACH_TASK_BASIC_INFO_COUNT = (sizeof(mach_task_basic_info_data_t) / sizeof(natural_t))
    let name = mach_task_self_
    let flavor = task_flavor_t(MACH_TASK_BASIC_INFO)
    var size = mach_msg_type_number_t(MACH_TASK_BASIC_INFO_COUNT)
    var infoPointer = UnsafeMutablePointer<mach_task_basic_info>.alloc(1)
    let kerr = task_info(name, flavor, UnsafeMutablePointer(infoPointer), &size)
    let info = infoPointer.move()
    infoPointer.dealloc(1)
    if kerr == KERN_SUCCESS
    {
        var used_bytes: Float = Float(info.resident_size)
        var total_bytes: Float = Float(NSProcessInfo.processInfo().physicalMemory)
        println("Used: \(used_bytes / 1024.0 / 1024.0) MB out of \(total_bytes / 1024.0 / 1024.0) MB (\(used_bytes * 100.0 / total_bytes)%%)")
        return used_bytes / total_bytes
    }
    return 1
}

Solution 5

By forking SPLITS repo, I built one to test iOS memory that can be allocated to the Today's Extension

iOSMemoryBudgetTestForExtension

Following is the result that i got in iPhone 5s

Memory Warning at 10 MB

App Crashed at 12 MB

By this means Apple is merely allowing any extensions to work with their full potential.

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frilla
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frilla

Updated on April 28, 2020

Comments

  • frilla
    frilla about 4 years

    I'm working on an ios game that's targeting as a minimum the 3gs. We are using HD assets for retina display devices (iphone 4, ipod touch 4th gen).

    Memory wise, Ipod Touch 4th gen seems to be the most constraint device for us since it has the same amount of RAM (256 compared to Iphone 4's 512) as 3gs but we're using HD assets on it. The app used to crash when trying to load 100-110mb of ram but now that we're down to 70MB, we've never had loading crash.

    After lots of searching around, there seems to be no official hard limit so how should we go about knowing what memory budget to use to be safe? We want to be able to give the artists a budget they can use without memory worries for each map.

  • frilla
    frilla about 13 years
    My question is not about how to optimize (thanks for the link though), it's about how much can we allow ourselves to use. The reason is that for example, if we optimize to gain 20mb, then artists will want to use that 20mb if it's within the reasonable "budget", aka sure that it won't cause any performance issues or memory crash.
  • frilla
    frilla about 13 years
    It's just that we wanted to put as much stuff as we could (graphics & sounds). Artists will always want to put as much as they possibly can into a game that's why I want to limit them with a budget. I guess we'll just have to test on many different devices in different settings to find a reasonable maximum memory footprint to use.
  • Mopo
    Mopo about 13 years
    OK. The crash will be because the OS is terminating the app because of constrained memory. You could just add an NSLog inside didReceiveMemoryWarning and then do some testing where you allocate different amounts of memory and then see when the memory warnings start to kick in.
  • Steven Lu
    Steven Lu almost 11 years
    Will allocating only 70MB (which is presumably under the budget) at any time on that device (even after heavy usage in other memory-hungry apps) always guarantee a successful allocation, or will it potentially still crash?
  • Max
    Max almost 11 years
    @Steven Lu it depends on your device. E.g. on newer ones, like iPhone5 or iPad4 70 Mb allocation is not a problem at all.
  • Steven Lu
    Steven Lu almost 11 years
    yes but i want to know if I can be sure that as long as I keep my app's total usage under the magical device specific memory budget that it will not get terminated!
  • Max
    Max almost 11 years
    there are no guarantees
  • cprcrack
    cprcrack over 10 years
    iPhone4: similar value confirmed, seems legit :P
  • cprcrack
    cprcrack over 10 years
    By the way, this app is also VERY useful to test state restoration in a real device, because it causes other apps to be freed from memory.
  • Maxim Kholyavkin
    Maxim Kholyavkin over 10 years
    size should be TASK_BASIC_INFO_COUNT instead of sizeof(info) - this mistake copy-pasted to many places with same code
  • cprcrack
    cprcrack over 10 years
    Thanks Speakus. You seem to be right based on this link. Do you have any other reference where this information can be found?
  • Maxim Kholyavkin
    Maxim Kholyavkin over 10 years
    apple uses TASK_BASIC_INFO_COUNT too
  • asp_net
    asp_net over 10 years
    iPhone 5 crashes at ±645 MB.
  • eAi
    eAi over 9 years
    iPhone 5S crashes at ±646 MB pretty reliably here.
  • rizzes
    rizzes over 9 years
    There is an iPad 3rd generation and an iPad 4th generation. iPad3 refers to the 3rd generation I assume? If so, what are 4th generation specs? (See support.apple.com/en-us/HT5452 for device types.)
  • Jasper
    Jasper over 9 years
    I don't have an iPad 4th generation available for testing. If you find out, let me know and I'll add it to the list.
  • JosephH
    JosephH over 9 years
    @JasperPol I've edited your post to include various devices I have, I hope that's okay. I've added the iOS version I tested on in case it matters, but feel free to remove it if you think it's not important.
  • Xaree Lee
    Xaree Lee about 9 years
    iPhone 4S crashes at ±286MB (286MB/512MB/56%).
  • Soeholm
    Soeholm about 9 years
    iPhone 4S doesn't crash until it reaches ±363 MB for me. (iOS 5.1.1)
  • user1021430
    user1021430 almost 9 years
    Awesome that this list has been created and maintained. In my experience, I've had to keep memory much lower to be safe, maybe 20% of what's shown here. Device-to-device differences are also highly variable.
  • lock
    lock almost 8 years
    Just ran this on a 12.9 iPad Pro. Memory warning at 2451MB, crash at 3064MB, total 3981MB.
  • Slyv
    Slyv over 7 years
    iPhone 6s+: 1392MB/2048MB/ 68% (iOS 10.2.1); iPhone 7+: 2040MB/3072MB/66% (iOS 10.2.1)
  • Slyv
    Slyv over 7 years
    I retested iPad Air 2, because current values on list looks suspiciously (only 58% on 2GB device). And indeed my result is similar to other 2gb devices: iPad Air 2: 1383MB/2048MB/68% (iOS 10.2.1)
  • Slyv
    Slyv over 7 years
    And the result for the last missing device: iPhone 7: 1395/2048MB/68% (iOS 10.2)
  • Roberto
    Roberto about 7 years
    I made an interesting test: ran my app with xcode monitoring memory usage, entered background, ran the BudgetTest. The test was killed while my in-background app wasn't. I'm interested in knowing why. Also, this goes against what @cprcrack said in the other answer.
  • bakalolo
    bakalolo almost 7 years
    sO You have all these ios devices on standby or you use simulator??
  • Jasper
    Jasper almost 7 years
    @bakalolo its not possible to use simulator to test, as it would use your mac it's ram
  • Slyv
    Slyv almost 7 years
    @Jasper: Please add 2 new devices: iPad Pro 10.5”: 3057/4000/76% (iOS 11 beta4) iPad Pro 12.9” (2017): 3057/3974/77% (iOS 11 beta4)
  • Joey.Z
    Joey.Z almost 7 years
    The amount is a resident size (RAM) used by my app or does the GPU resources are counted too?
  • Jasper
    Jasper over 6 years
    @zoujyjs GPU is not taken into account.
  • Slyv
    Slyv over 6 years
    update: It seems iPhone X is an exception - it crashes when 50% of RAM is used (tested with iOSMemoryBudgetTest app). I updated the list.
  • Slyv
    Slyv over 6 years
    @Jasper: I tested 2 more devices: iPhone X: 1392/2785/50% (iOS 11.2.1) !!! ; iPad Pro 12.9” (2015): 3058/3999/76% (iOS 11.2.1) ; The important thing is iPhone X crashes at only 1392MB, which is only 50% of total memory. I tested it 2 times to make sure. 2nd time was just after killing all apps and rebooting. Results were the same.
  • Joey.Z
    Joey.Z about 6 years
    @Jasper No, in my case (a game app) GPU resources is accounted.
  • Jasper
    Jasper about 6 years
    @zoujyjs I'm not sure, you'll have to check as I'm a bit out of the development world.. What I meant is that I don't think the tool Split wrote is taking GPU into account
  • Slyv
    Slyv almost 6 years
    I have just made tests on iOS 12 - iPhone X and iPad Pro 12.9” (2017). Results are very similar to iOS 11.
  • Slyv
    Slyv over 5 years
    @Jasper Data for new devices from 2018: iPhone XS Max: 2039/3735/55% (iOS 12.1); iPad Pro 11.0” 256GB (2018): 2858/3769/76% (iOS 12.1); iPad Pro 12.9” 1TB (2018): 4598/5650/81% (iOS 12.1);
  • Slyv
    Slyv over 5 years
    45% is not safe limit anymore, it is too close to 50% crash value for iPhone X. I suggest using 40%, or separate value for each device.
  • Slyv
    Slyv over 5 years
    @Jasper Two more results: iPhone8: 1364/1990MB/70% (iOS 12.1) iPhone XS: 2040/3754/54% (iOS 12.1) Jasper you can change device name from 'iPad Pro 12.9” (2018)' to 'iPad Pro 12.9” (2018, 1TB)'. This is important because only 1TB version has 6GB Ram, others have 4GB. Anybody with iPhone XR or iPad 12.9 (2018, 4GB)?
  • jbernardo
    jbernardo over 5 years
    @Slyv, here you go for iPhone XR: 1792/2813/63% (iOS 12.1)
  • Slyv
    Slyv over 5 years
    @Jasper Could you update the list with few recent comments (iPhone XR, iPhone 8, iPhone XS)?
  • Slyv
    Slyv over 4 years
    @Jasper Here are reports from 3 more devices: iPhone 11 Pro Max: 2067/3740/55% (iOS 13.2.3); iPhone 11: 2068/3844/54% (iOS 13.1.3); iPad 10.2: 1844/2998/62% (iOS 13.2.3); Please update the list
  • Slyv
    Slyv over 4 years
    Finally! I tested os_proc_available_memory() on few devices, and results are very similar to the values i the big table above!
  • tonymontana
    tonymontana over 4 years
    You should at least mention that your answer is almost an exact copy & paste of @cprcrack's above. The only difference is TASK_BASIC_INFO_COUNT.
  • Dikey
    Dikey almost 4 years
    iPhone 11 (4GB) and iPhone XR (3GB) crash at 1.8g~2g , iPhone X (3GB) and iPhone 8 (2GB) crash at ~1.4g...seems apple reserved about 1GB memory for these devices with dual or more cameras