I was fiddling around trying to think of what would be a good multiplatform way to save memory for a player sprite with a ton of animation frames the way some modern games have been doing, and noticed, when you have an Active Object with a ton of frames, Fusion reports a memory count that seems to include every frame, but then uses up more memory when the frames display, eventually going down after it ends... but when I did the same thing with an Active Backdrop with the same frames, it never goes above the initial memory count, which is actually less than the Active Object's starting amount!

I imported an AVI's frames into both an Active Object's Standing animation, and an Active Backdrop, both on separate frames.

Active Object's frame debugger maxes out around 525 MB, before dying down to 368 MB when the animation reaches the end.
Active Backdrop's frame debugger reports 365 MB, despite playing the animation at 60 FPS.(Always: set frame to current frame + 1 in a 60 FPS app)

Does this actually work in practice? I hear the Fusion debugger doesn't report memory perfectly, and it definitely isn't a representation of the memory used on other exporters, but could I have an Active Backdrop on a separate layer and a custom animation system to use less memory than the same as an Active Object? Could I use it to do things like play short uncompressed "videos" for things like menu backgrounds?