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Question by Howey-Do-It · Feb 04, 2014 at 11:33 PM · performancelagrender textureusagevram

Why Do Sprite Atlases Create Hundreds of Render Textures?

alt text

I have 5 sprite atlases that are 2048 resolution and for some reason they create hundreds of Render Textures which is messing up the performance of the game and eating up the VRAM.

I have done my best to simplify the heck out of this game, optimizing textures and mesh, but I always seem to have stuttering visuals. So I believe I have tracked it down to the Render Textures?

Are the sprites creating this problem? And if so, how can I fix this?

This game is designed for iPhone and runs at a solid 60FPS thanks to my optimizations and yet somehow continues to stutter.

Your help is very much appreciated.

screen shot 2014-02-04 at 3.23.55 pm.png (112.1 kB)
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avatar image Howey-Do-It · Feb 05, 2014 at 12:20 AM 0
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I thought I figured it out. $$anonymous$$ost of my sprite atlases were not powers of 2. I previously misunderstood that concept to mean "even" numbers ins$$anonymous$$d of "odd". However after changing them all to powers of 2 (2048 & 1024), ins$$anonymous$$d of fixing the problem, it made it worse. Now it uses:

Render Textures: 440 - 302.2 $$anonymous$$B

VRA$$anonymous$$ usage: 306.7 $$anonymous$$B to 306.9 $$anonymous$$B (of 256.0 $$anonymous$$B)

Why are the sprite atlases making so many render textures?

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