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Thread: Which option requires more of hardware?

  1. #1
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    Which option requires more of hardware?

    If I have a level with dimensions 6400 x 3600 px, which option requires less power of hardware: fill the entire level with an unique (and big) background or with various small backgrounds and quick backgrounds?
    I was thinking about this yesterday and I did some tests too. I got a good performance with an unique background, but I used a Galaxy S6. So, I'm wondering to know if this options is more viable too in other devices.

    Maybe someone who has already done this test can respond more accurately


    Best regards,
    Leo

  2. #2
    Clickteam Clickteam
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    did in samsung s6 a only one backdrop with this size was show?
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    Hello Fernando,

    I used three backgrounds:
    -Two big backgrounds (6400 x 1800 px), each per layer and one layer with X and Y coefficients set in 0.5;
    - One small background (640 x 360 px) in a different layer with X and Y coefficients set in 0;

    I got 60 fixed FPS with only one active (PMO).

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    Clickteam Clickteam
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    do you have an old device there to see if the texture are displayed?, thanks in advance
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    Hi Fernando. I'll try to find someone who has an old device and I'll post de results. However, my question is if to use an large image (like 6400 x 1800 px) is better than using several smaller files (32 x 32 px), or if it's the same thing. I am planning to design all the game level in a single image instead of building the scenario using quick backgrounds.

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    I found out that is better to stay below 1024x1024 which is a size for max texture (this limitation comes from gpu processor) and use power of two as posible, also If you are planning to port your game to iOS is important to respect this table too



    as you may see they are most alike since that depends on opengl version and gpu processor so if you are planning to use old android devices is better to use the small size allow as max texture.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator Pro
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    Hello Fernando. Hmm... Interesting point. I'll use your tip! Thanks. If I confirm that a big background is better, I'll post here.

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