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Texture 2048 x 1024


Riddik
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Pretty much all devices will support textures up to 2048x2048 though using more than a few will lead you towards memory issues. The real performance hit comes from uploading these textures to the GPU. In that respect, one large texture is much better than lots of smaller ones - this is why texture atlases and sprite sheets are recommended.

 

Please bear in mind that Phaser doesn't just use WebGL, and a lot of mobile devices currently in use will drop back to canvas, which doesn't have the same performance profile. Canvas for the most part doesn't care about texture atlases, but instead its bottleneck is fill-rate; actually drawing those pixels to the screen. In this case, moving large sprites around or drawing lots of sprites on the screen will have more of an impact to performance.

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