BufferedBitmap size

Hi,

Please help me understand the situation:


I am using BufferedBitmap to add support ALWAYS ON (1Hz) mode to my analog watchface.
I am testing on a emulator  (Fenix 5x) and I see that my watchface has a peak memory consumption of 52KB. (I use custom anti-aliased fonts for rendering graphics).

But as soon as I add this line to the code:

var offscreenBuffer = new Toybox.Graphics.BufferedBitmap ({: width => dc.getWidth (),: height => dc.getHeight ()});


then I immediately get an "Out of Memory" error , while I see that all available emulator memory is occupied (92Kb).
Due to the use of anti-aliasing fonts, I am unable to specify a limited palette.
If I turn off all the watchface drawing code, leaving a black screen, then after creating the BufferedBitmap, the memory consumption is 89KB.
I looked at the Analog sample from SDK, but this sample uses a BufferedBitmap with a palette and therefore there is no memory problem.
Help me understand why BufferedBitmap takes up such a huge amount of memory. Does my situation mean that I am not able to create a watchface with support for ALWAYS ON mode if I use custom fonts with anti-aliasing to render graphics?