01 / Documented result
Less data at once.
Kisport keeps up to two chunks resident and prepares the next one incrementally. Texture pages are shared during the level, objects load by zone and animations are selected by context.
In reference version 0.7.23, the level's catalog uses approximately 40 KB less than in 0.7.22. This difference comes from converted resources; it is not a measurement of all memory used on a phone.
Laboratory · converted resources02 / A real trade-off
Saving render time can cost memory.
In the physical W900i report for 0.7.19, VISIBLES increased FPS from 14.4 to 15.5 compared with QUAD, but peak index work rose from 10 to 85 ms and minimum free heap dropped from 44 to 8 KB. There was one run per configuration, with audio disabled, 10 s warm-up and 60 s measurement.
W995 showed no equivalent improvement from visibility. Results depend on the driver and scene, and QUAD remains the reference.
Hardware · historical 0.7.19 report03 / Limitations
The heap does not tell the whole story.
freeMemory() and totalMemory() observe the Java heap. M3G textures and players can have native costs that these figures do not describe.
An isolated low free-memory value does not justify changing GC, draw distance or preloading without reproducible failures. Beta 0.7.35 needs physical playthroughs and extended sessions with the final SHA.
Pending · physical budget and extended stability