Sorry I am a noob, but I don't understand everything in the best pratices. Even with my gfx artist we disagree on what some of the points mean.
> Use AtlasSprite instead of Sprite
Is it true for any Sprite ? Like, should my background image be an AtlasSprite ? Do I get better performance by tiling my bg image instead of having a big texture ?
> When possible, try to use 4-bit or 16-bit textures
> 16-bit textures for PNG/GIF/BMP/TIFF images
Is it 16-bit total or 16-bit per channel ? Have 4 and 16 the same effect or is one better ? Does is mean I must not use 4-bit for PNG/GIF/BMP/TIFF images ?
> [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA4444]; // add this line at the very beginning
Is that 4 or 16 ? What is the default mode if I don't do use this line ?
> 4-bit or 2-bit textures: Try to use PVRTC textures.
I am not quite sure what this means and what's the relation between my image file and the final texture format.
> Use 32-bit textures as the last resort
What does "last resort" mean in that case? That I really want some shiny stuff or is it something technical in nature?
> Reducing Memory
> Use 16-bit or 4-bit textures (see Improving performance)
Do both give the same result? Is one better? Is that something I set in my PNG color depth or is it something programatically set in Cocos?
> Don’t create a big hierarchy of layers. Try to keep them low when possible.
How many is "low" ?
Thanks for the clarifications.
(As you might guess, I am trying to optimize my game and I am pretty puzzled at the moment).