I have a few animations in one frame. If I don’t include these animations, RAM usage stays at 300MB, but when I add a single 1080p animation (57 frames) into an active object, it jumps to 1000MB. When that happens, FPS drops to 4, and some sprites turn completely white.
Right now, I'm using an Active Object to handle the animations, but I'm pretty sure that is not the best way to handle this. These objects aren’t visible or created at the start, so they shouldn’t be using memory initially.
I also tried optimizing the frames of the animation by converting them to JPG from PNG, but that didn’t improve performance.
I need to add a few more animations like this, but I know that will make the issue worse. Is there any workaround to load these animations without killing performance?