Hello there, first post!
I'd like to ask one thing that was on my mind for a very long time throughout the course of my online multiplayer game's development.
Imagine there is a large mansion and each distinct location/room of that mansion is a large JPG background image (2048x2048 or even 4096x4096 depending on room size, or along those dimensions), basically using a similar principle like what some games used prerendered backgrounds/illustrations for locations.
I want to know if there are any serious issues with this approach memory-wise, and I'd like to know how I could optimize these gigantic maps, how to go about loading/unloading them, because for now I just use a variable in which I store a PIXI.Sprite for the background which changes its texture when entering another map. I also use the .from method rather than preloading.
I haven't done any crazy tests except trying to load 14 different backgrounds of 4096x4096 size at once and display them on the stage just to test things for fun, to which I got 1500MB or so memory in Chrome task manager for the GPU process, but essentially I'd like to know whether there is something I should be aware of regarding any overhead from this. Characters/entities are done with skeletal animation, but I don't think it's really that relevant.
To be clear, I want to make sure if I should free memory in some way when changing locations, and when I should free it, considering there will be probably dozens of rooms/locations of images of large sizes.
Any help/insights are welcome.