Question by
Gordyus · Feb 02, 2017 at 02:54 PM ·
spritesatlasmobileoptimization
2 atlas for mobile performence
Hi, in my 2d game for android devices, i am looking for optimizations. I already set up an atlas for my sprites, but I know that rendering transparents sprites are costly for mobile. Do you think it's a good idea to have 2 atlas, one for transparents and an other one for opaques?
Comment
Just want to say that I'm working on my game for more than one year now. It's actually on the PlayStore, in closed BETA.
I've worked hard to optimize it (from 15fps to 45), so I don't think I'm prematurely optimizing.
If you have a better answer, you're welcome :)
If you are not fill-rate-bound then it probably won't help a lot. Optimization is a balance act between memory limits, CPU and GPU usage.