Check the table below for the effect on resource usage when SDK is embedded.
■iOS
・Memory consumption
Setting | Frequency | Amount |
Crash detection only |
Continuously |
〜1MB |
Screen capture ON |
every second | 〜2MB |
Open GL screen capture ON |
Continuously |
〜1MB |
every second |
〜5MB |
|
Unity screen capture ON |
Error occurrence |
〜6MB |
・CPU consumption
Setting | Frequency | Amount |
Crash detection only |
Continuously |
No Change |
Screen capture ON |
every second | 〜6% |
Open GL screen capture ON |
Continuously |
〜22% |
Unity screen capture ON |
Error occurrence |
〜35% |
■Android
・Memory consumption
Setting | Frequency | Amount |
Crash detection only |
Continuously |
〜2MB |
Screen capture ON |
Continuously | 〜6MB |
Open GL screen capture ON |
Continuously |
〜8MB |
Unity screen capture ON |
Error occurrence |
〜10MB |
・CPU consumption
Setting | Frequency | Amount |
Crash detection only |
Continuously |
No Change |
Screen capture ON |
every second | 〜12% |
Open GL screen capture ON |
Continuously |
〜5% |
Unity screen capture ON |
Error occurrence |
〜22% |