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Hi @gfc - is this happening when you have many images loaded in a scene? What size do these images have?
Here's what I think might be going on:
I recently enabled full resolution previews in the app. This means that all images are now loaded at their maximum device capable resolution (which is still capped at 16 million pixels on iOS thanks to Apple) at startup.
When you have multiple images loaded and their total memory exceeds 384mb (in unpacked RGBA bytes) Safari will crash because no matter how capable your device is, Apple imposes these and other ridiculous restrictions to protect their app store model against web apps.
Here's what I'm working on to mitigate this:
I've already implemented more efficient GPU caching of images so that only the image that's actively being worked on is loaded onto the graphic card. The next step is to also offload all images that are not active to the device storage so that only a single image is held in memory at a time. This will hopefully mitigate these crashes on Apple mobile hardware at the expense of slightly longer delays when switching between images.
Hopefully there's a chance/way and memory to allow the las 3 or something images for a better balance between performance and memory