In my situation it seems that the bitmap caching was the issue. I was previously loading bitmaps like this:
Bitmap bitmap = new Bitmap();
using(var stream = new FileStream(...))
{
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze();
image.Source = bitmap;
Continuously replacing image.Source
the same way just built up memory, manually forcing garbage collection wasn't really helping.
Instead, disabling the caching and having it use the stream (requires leaving the stream open until the image is displayed) paired with manual garbage collection eliminated memory build up for me.
Stream mediaStream;
void DisposeMediaStream()
{
if (mediaStream != null)
{
mediaStream.Close();
mediaStream.Dispose();
mediaStream = null;
GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced, true);
}
}
void Update()
{
DisposeMediaStream();
var bitmap = new BitmapImage();
mediaStream = new FileStream(...);
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.None;
bitmap.StreamSource = mediaStream;
bitmap.EndInit();
bitmap.Freeze();
ControlImage.Source = bitmap;
}
This way I can cycle through tons of images (like Windows Photo Viewer) and memory stays low. Note that the stream does not have to stay open once the image has actually rendered.