I'm writing some sprite tests to see how much the iphone can handle, and I'm a little concerned...
With 10 animated sprites (90x90, RGBA4444, 16 frames, all from a single sprite atlas) running around to random locations on the screen, the performance is jerky at best. Is this really the best the iphone can do? What are other peoples experiences?
Looking at the debug code, the only deallocations are from the MoveTo, Sequence, FastAnimate and RepeatForever actions. So the AtlasSpriteManager, AtlasAnimation, and AtlasSprite objects are all sticking around. According to instruments, CPU usage is steady at 12%, but my FPS fluctuates between 25 and 60 when running in release mode on a real iphone.
I'd really appreciate some advice on how to get good sprite performance because I was hoping to get 20 animated sprites onscreen at a time...