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On desktop I have a clear view of how it works, so I will start by asking how textures are manage on mobile hardware (tablet or smartphone) but of course if someone wants to ask something about desktop, this topic is open. We assume that all textures size are obviously in power of two. If I have textureOne, jpg file, and textureTwo which is the same but in png, do they take the same amount of ram once loaded ? If yes, using for example tga will change only the download time and not the performance ? Could uncompressing a texture kill some FPS ? (example : jpg file to RAM ; png file to RAM) Is Mobile hardware have VRAM or only RAM shared between CPU and GPU unit ? It depends of the device I supposed ? Is there a way to use mipmaps or is this specific to dds format ? Thanks
Hi I am building a new game for facebook Instant games and they ask for a lightweight game that doesn't use hardware acceleration. Does the particles().createEmitter() uses some sort of hardware acceleration? Usually its a yes when we talk about particles systems, but on the website it says its lightweight so I was wondering. Thank you!
Hello devs, I have developed a few HTML5 games by now, they have very different hardware demands it goes from platformers to little highscore games. Now as I'am looking for publishers to sell my HTML5 browser games, i have bought an iPhone 4 because i thought i have read somewhere that this is the target device. I have noticed that most of my games are running pretty bad on that system. I have made huge changes to the platformer game, i have changed the resolution to 480x320 and used power of 2 everywhere to make it run more smoothly. The biggest graphics are 128x128, but for the most part it's 32x32. This game runs now acceptable at maybe >20 fps on iPhone 4. But most of my games have no chance to make them enjoable on that generation of mobiles. So basicly my question is, what devices do you target and what are the demands of the publishers? Has the "iPhone 4 device generation" still significance?