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Question by
erfan · Feb 26, 2014 at 10:16 AM ·
performancedrawcallsatlasram
Draw calls and atlas size trade off
I read in the Doc That for increase the Performance for mobile games, we must decrease the Draw Calls, but in order to have it, you must use Atlas Images, More atlas Images sizes the more decrease of Draw calls , but we have to use a lot of memory. I wonder in trade of memory and Draw Calls what I must to do ?? if I use huge atlas sizes , then I need a large Ram but I have a few Draw Calls, if I use small atlas sizes, then I need a small Ram but I have More and More Draw Calls.
Comment
Yes, it's a balance. For mobile your core textures should not be too hi-resolution in the first place of course. I guess the question is - how many draw calls do you have and how big are your textures?
Your answer
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