I have to do a proposal for a game that requires to draw 70 sprites (size 16x160, 32bit png, all being the same image) as the level background on the screen, plus a player character and a few effects so i think it'll end up rendering 80 sprites at any one time. I intend to use a texture atlas for all ingame sprites, which aren't too many. I'm also wondering if it'll be a good idea to use a TileMap but i need to modify that on the fly, so i'm not sure if that ends up performing better than just drawing the sprites "manually".
Is 80 sprites too much for cocos2d iPhone to render this in 60 fps? I've read someone mention that 60 sprites run fine but i'm not sure if the size of the sprites matter or how much. I also recently did a test with 200 characters which ran with 40-50 fps but those were tiny (16x32 or even 8x16) 8-bit images. So i think it may be difficult to get 60 fps although probably not impossible with the right optimizations (i have an idea to use OpenGL draw calls instead of rendering textured sprites instead, eg using flat shaded polygons if that's possible on the iphone).
What do you think? And if you have some tips on what i should be aware of to keep the game running smoothly i'd appreciate that!
I'll certainly make a test next week and let you know about the results i'm getting.

