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README.md

profiler.memory

Where the engine's memory is. First the whole engine, from memory.report(): the process's private bytes as the operating system charges them, the allocator's live bytes, each subsystem's share of the process (the Luau heap, the VFS store, substrate's CPU buffers, undrained read-backs, plugins' memory and code, ...) and of the graphics device (textures, meshes, the shadow pools, compute), and what no subsystem names on each side of the allocator. Then the Luau VM's heap and GC state, and the components retaining the most bytes per instance.

Take it, do a piece of work, take it again: the part that grew is where the work left memory held. Every tool response's perf line also says when a call moved the engine's private memory by 32 MB or more, and which parts moved. Takes n, how many components to list (default 20).