Rule of thumb for how many sprite sheets are possible on iOS device?

Forums Programming cocos2d support (graphics engine) Rule of thumb for how many sprite sheets are possible on iOS device?

This topic contains 6 replies, has 6 voices, and was last updated by  itlgames 3 years ago.

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March 25, 2011 at 1:32 pm #229758

jesse@hogbaysoftware.com
@jessehogbaysoftwarecom

I’m sorry if this has been discussed before, but my searching didn’t turn up anything.

I know sprite sheets are limited to a size of 2048*2048 on iOS, but I’m not sure what the constraints are for loading multiple sprite-sheets at the same time. I know it’s probably device and maybe texture specific, but are their general rules of thumb? Is it reasonable to consider loading two 2048*2048 sprite sheets at the same time? What about 5?

Thanks for any thoughts and feedback.

Jesse

March 25, 2011 at 1:42 pm #322288

spadict
Participant
@spadict

Careful though, iPod 2nd Gen, iPhone 3G and anything lower all have a max of 1024×1024. You’ll get crashes when lower devices request sprite frames on 2048*2048 textures.

That aside, I don’t know actual constraints on number loaded at once, but I know I’ve had at least 9 or 10 1024 sheets loaded at once. This was, however, inefficient of me and with the use of a sprite packaging tool like Zwoptex, you can save a LOT of room.

March 25, 2011 at 1:49 pm #322289

jesse@hogbaysoftware.com
@jessehogbaysoftwarecom

Just what I needed to know, thanks!

March 25, 2011 at 2:02 pm #322290

araker
Moderator
@araker

Older devices have only 24 Mb of dedicated texture memory, so that’s room for 6 1024 x 1024 textures. If you go beyond that limit the system has to swap textures in and out, which is slow.

March 25, 2011 at 2:54 pm #322291

Bongeh
Participant
@bongeh

I personally find that on the iPhone 3G (not 3GS), if your using a box2d tick and have a reasonable amount of sprites + sounds, 2 1024×1024 spritesheets is about maximum that runs at 60fps without memory warnings.

That’s just what i’ve found myself, textures are only part of your game, loading 5 might be possible if the load from your game methods/tick are low.

March 25, 2011 at 3:05 pm #322292

finder39
Participant
@finder39

I only have a 2nd gen ipod touch. I figure if I can make my app run on there, it will run great on all :)

of course my beta testers test on retina screens and such

March 25, 2011 at 3:08 pm #322293

itlgames
Moderator
@itlgames

@finder39, iPod 2G is actually faster than the iPhone 3G

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