After some intensive testing with GooglePhotorealistic3DTileset, I could observe Chrome CPU memory (JS stack) growing without being fully cleared by garbage collection.
Using the Dev Tools garbage collection button does (virtually) not reclaim this memory.
GPU memory appears to be stable.
I am using Chrome’s Task Manager to keep track of these figures.
I tried (as seen in the Cesium for Unity forum) to set “cacheBytes” to 0 in order to ensure the memory footprint is not generated by cached tiles.
The leak can be observed in this copy of the original Google Photorealistic 3d Tiles sandcastle with cacheBytes set to 0.
Sorry for missing your messages, and thank you for pointing this out! I think GitHub will be the best place to track this.
In CesiumJS, cacheBytes controls GPU memory cache. It won’t limit the cache on the CPU.
I would be curious how you are testing. If you could provide the exact steps to reproduce, such as how you navigate the scene, that would be a big help.