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Question by Kieran 1 · Jan 11, 2011 at 03:42 AM · textureiphoneperformance

How many 1024x1024 textures can an iPhone handle?

I'm developing a 2D sprite iPhone game, and was wondering how many 1024x1024 textures the iPhone can handle before it slows down and/or crashes?

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avatar image Kieran 1 · Jan 11, 2011 at 03:56 AM 0
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Using the iPhone 3G is a $$anonymous$$imum requirement. Just looking for a guideline, nothing concrete.

avatar image yoyo · Jan 11, 2011 at 04:01 AM 1
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Not sure, but since the screen resolution is less than that, would you really want to use a texture that big? And here's a link to Apple's recommendations for working with textures ... http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_Program$$anonymous$$gGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html#//apple_ref/doc/uid/TP40008793-CH104-SW1

avatar image Kieran 1 · Jan 11, 2011 at 04:10 AM 0
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Using texture atlases for sprite animations, none of the individual sprites are anywhere near that big. That was an interesting link, thanks!

avatar image yoyo · Jan 11, 2011 at 04:25 AM 0
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That makes sense, I figured it was something like that. Glad to hear the link was useful.

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Answer by Eric5h5 · Jan 11, 2011 at 03:50 AM

There's no such thing as "the" iPhone; so far there have been 4 different models (plus 4 different iPod touch models), with varying capabilities and amounts of memory. As such it's not really possible to answer the question, except to say "it depends".

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