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Question by AlejandroBoss10 · Feb 01, 2018 at 05:15 PM · spritemobilelagspriterenderermobileoptimization

How many sprites is too many sprites for mobile?

Hey everyone, so I have this question that I feel I'm not the only one who has it. So I know that mobile and desktop are two entirely different things with entirely different processing powers. I know that a desktop can do things that mobile phones/tablets can not handle. Well how many sprites can a standard mobile phone handle. Let's say it's a phone with 2 GB of RAM and it's not running anything else other than the app. I know that using sprites is better than using 3D objects on mobile due to the fact that it doesn't have to render anything extra. Let's also say that one sprite, is 200x200 pixels, not exceeding the size of 1000x1000. So how many sprites can a mobile phone handle without starting to lag, say under 30FP? Thanks for all the help, and keep on creating :).

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avatar image bobisgod234 · Feb 02, 2018 at 05:43 AM 0
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There are so many variables here that its not really possible to give you a definite answer.

You could get some sample sprites that are roughly the size you want to use, and benchmark it yourself with your own project. This will help you get an idea in understanding what limits you will have when designing your game.

avatar image AlejandroBoss10 bobisgod234 · Feb 02, 2018 at 06:58 PM 0
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Thanks for your response, but how would I do a "benchmark" my project. Would I build the AP$$anonymous$$ and run some sort of FPS counter. And if that is de wei, how would I get the FPS count on the built version? Thanks so much.

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