In the past I've run into memory problems from using too many sprite images that I've loaded from spritesheets into Active Objects. I read on here that's because the images are stored as uncompressed data, which explains why I quickly saw the debugger's memory display filling up as more characters appeared.
But I recently discovered that the memory total remains very low when, instead of using Active Objects I use Active Pictures and just load a different (compressed .png) image each frame.
Can anybody tell me whether there is a downside to this, in terms of efficiency?
My concern is that if I have a 20-image animation, instead of reading each frame from the HD once, then subsequently reading them from memory, it is instead accessing them from the hard drive over and over again. So instead of reading from the hard drive 20 times then re-reading it from memory, it is instead reading it from the HD thousands of times per minute.