The issue is that Minecraft looks for avaliable "free RAM" at startup instead of the total amount of RAM. But because "Free" (empty) RAM is a waste of resources, iOS utilize as much as possible of it to make things like loading times of often used apps as fast as possible. And when you load a new app that require more RAM than is avaliable, the OS just closes unused things that are currently loaded into the memory. (memory=RAM)
Briefly explained. When an app asks for more RAM. The phone empty some unnesessary stuff from RAM to make more room for the app.
But when you open Minecraft, it looks at the amount of "free RAM" instead of total amount of RAM. Therefore the game sees only a fraction of the amount it could actually use if it asked for more. So it is a huge design flaw in the memory management of the game.
The issue is that Minecraft looks for avaliable "free RAM" at startup instead of the total amount of RAM.
But because "Free" (empty) RAM is a waste of resources, iOS utilize as much as possible of it to make things like loading times of often used apps as fast as possible.
And when you load a new app that require more RAM than is avaliable, the OS just closes unused things that are currently loaded into the memory. (memory=RAM)
Briefly explained. When an app asks for more RAM. The phone empty some unnesessary stuff from RAM to make more room for the app.
But when you open Minecraft, it looks at the amount of "free RAM" instead of total amount of RAM. Therefore the game sees only a fraction of the amount it could actually use if it asked for more.
So it is a huge design flaw in the memory management of the game.