Wow. Strange choice by Unity here. I hope the benefits of these inflated memory requirements were well worth their expense.
Good luck in optimizing all that…
:: @Pierre-Marie Baty added on 20 May ’22 · 06:53
*edit* as I understand it it’s not Unity’s fault but rather Apple that ditches OpenGL further and attempts to force everyone to use Metal-specific ways of coding, resulting in less portable code. I think the Unity engine could improve their memory usage at the expense of a big rewrite, which they’re probably reluctant to do because it would involve maintaining a large branch of very OS-specific and non portable code.