![]() It makes these problems (which a few years ago were brutally difficult to solve) very straightforward tuning problems.Ĭool. We built it specifically to give game developers the ability to optimize their games, and it's included as part of the Creative Cloud subscription. Scout is fairly new, and a lot of game developers still don't know about it. You might also suggest that they use Adobe Scout to profile the performance and memory usage. My recommendation would be to reach out to the game developer's support page and let them know about the issue. Either way, the game developer is in the best position to identify the root-cause of the issue, and they're more than welcome to reach out to me directly if they need help. My guess is that this is a bug in the game that was introduced recently. Flash Player is a runtime, which means that we faithfully execute the ActionScript code written by the developer. You described the problem as just starting, and I see the large footprint across multiple Flash Player versions shipped over the last year in multiple browsers, so it's probably not a change in Flash Player. It could be that garbage collection isn't being triggered yet because you have a lot of RAM available however, if your system is swapping memory to disk because it's low on RAM (I'm assuming that this is what you're seeing when you experience the performance problem, as a larger memory would otherwise represent a lot of cached graphic assets, which would generally improve performance), we should have been garbage collecting before that. Flash Player has automatic garbage collection which is triggered when a percentage of your available memory is reached. I do *not* see the large footprint on Mac. I also see the large memory footprint (500-800MB) on Firefox and Chrome on Wnidows. I walked all the way back to Flash Player 11.9.900.170 and I see the large memory footprint across all versions, and immediately on load.
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