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Thread: Question about scaling and image caches

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Question about scaling and image caches

    I'm curious whether or not a game will run faster if the graphics are scaled down or if it runs slower since the cpu needs more power to calculate all the resizing. I'd like to know since I would like to make a game with fairly high res (1280x960) but also add an option to change the resolution (the resolution would change through scripting, simply shrinking the interface and everything by 50% or 75%). If this doesn't speed things up I'd simply stick to 640x480.

    Also, regarding image caches. I don't really know how ram and caches work. My game would load the graphics from the HD rather than graphics being put into active- & background objects etc. Will the cache where these images are saved eventually empty when it gets full? Would it possible to clear the cache of these images through code somehow?

    I'm just worried about the computer slowing down a great deal if too many images are loaded into the cache throughout the game.

    Would appreciate as much help as I could get on these topics.

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    Re: Question about scaling and image caches

    I don't think there is a cache for the images as they are moved into the RAM when your application is running. I think that when everything is in RAM, it is in binary (including images etc). (Please correct me if im wrong)

    Windows manages memory by itself and yes it does remove them from RAM when they are not being used. You could always download a program called FreeRAM XP Pro that sits in your system tray and shows you how much memory (RAM) you have that also can help recover any RAM that has not been properly cleared.

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    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Re: Question about scaling and image caches

    Thanks for the info!

  4. #4
    Clickteam Clickteam

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    Re: Question about scaling and image caches

    About the speed, it should be faster because MMF2 stores a resized copy of the image to avoid resizing it at each frame loop. But it will use 50% more memory.

    Yves.

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