Memory performance, images need so much?!

GuaveMediaGuaveMedia Member, PRO Posts: 1,262
Hey everyone,

I have a little problem. We're working on our latest game now and we've come across some weird issues. Our images are created with Adobe Illustrator 5 and are really small in size. So for example our main background just has around 20kb. But when I preview the game on the Viewer it states me sometimes up to 60mb image usage. Where does that come from?
We made sure all graphics are double the size and that resolution independence is active. Does this come from the Adobe Illustrator export or?

When we ran an AdHoc it works fine in terms of performance, so no lag or anything else but it stills makes me a little unsure..

Thanks for any help,
Alex

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Remember the size you see is the compressed size and once loaded the real raw size will be loaded. What you want to watch is you're overall memory footprint.

  • RiffelRiffel Member Posts: 1,272
    Hi Alex, please contact me.
  • lycettebroslycettebros Member, PRO Posts: 1,598
    edited July 2013
    Intrigued to know what @Riffel has said to you????

    Illustrator graphics should have no impact on this. I use them all the time and do not have any similar problem.

    There maybe huge amounts of gradients in the graphic that can slow down or crap out graphics - that is all I can think of.
  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    Thanks @FryingBaconStudios

    It was really great to see real performance. I knew that the GS viewer is not comparable to an AdHoc but it still scared me just. I got 130mb on the viewer, on the Xcode monitor my game never got over 60mb total usage and stays under 35% of cpu usage, device is an iPad 2. So I think that's a great example to show the difference.

    @lycettebros
    ;)

    Have a great day everyone!
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