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Why Do Sprite Atlases Create Hundreds of Render Textures?
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.
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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