Blurry Very Pixelated Graphics

After testing out my game on the iPhone 4.  The graphics were exceptionally Blurry.  Please see attached.

Here are some of my concerns that may be cause the problem.

I’ve loaded all the graphics that I will need into the game at the start, so that there are no glitches durring the game play.  This includes 34 sprite sheets.  How much Memory Usage is to much?  My game uses MemUsage: 718, TexMem: 362.

Code for calculating Memory Usage

[lua]

local monitorMem = function()

  collectgarbage()

  print( "MemUsage: " … collectgarbage(“count”) )

  local textMem = system.getInfo( “textureMemoryUsed” ) / 1000000

  print( "TexMem: " … textMem )

end

Runtime:addEventListener( “enterFrame”, monitorMem )

[/lua]

My Sprite Sheets are laid out Horizontally, for example one image is 540x540 and the sprite sheet is 9720x540.

The stretching from my config file may be causing an issue.

[lua]

application =

{

    content =

    {

    width = 1536,

    height = 2048,

    scale = “letterbox”,

    yAlign = “top”

    }

}

[/lua]

For the Tree’s Sprite Sheet I have the Image.xScale and Image.yScale = 2, which is probably causing its blurryness.  The problem is doubling the Sprite Sheet cause the Image to display as a black box on the screen.  What is the maximum Size that a sprite sheet can be?

To Recap

High Res

18400x540(I was able to take a little off the width and thus is why the image is not 24840x540)

Image.xScale & Image.yScale = 1.  Wont Display.

Low Res

12420x270, Image.xScale & Image.yScale = 2.  Extremely Blurry.

It depends on the device. But the iPhone 4 has a max texture size of 2048 x 2048. The iPhone 4S and recent iPads are max 4096 x 4096.

If you try to load anything bigger than the device is capable of, Corona will down-sample leading to pixelation fuzziness.

You should find a way to reduce your texture memory as well. Even though it’s convenient to load everything you’re most likely going to have performance and memory issues. Just load what you need for the current level. If you have wide/tall scenes that go beyond the texture size limit, you’ll need to slice them up into several sheets.

For the Tree’s Sprite Sheet I have the Image.xScale and Image.yScale = 2, which is probably causing its blurryness.  The problem is doubling the Sprite Sheet cause the Image to display as a black box on the screen.  What is the maximum Size that a sprite sheet can be?

To Recap

High Res

18400x540(I was able to take a little off the width and thus is why the image is not 24840x540)

Image.xScale & Image.yScale = 1.  Wont Display.

Low Res

12420x270, Image.xScale & Image.yScale = 2.  Extremely Blurry.

It depends on the device. But the iPhone 4 has a max texture size of 2048 x 2048. The iPhone 4S and recent iPads are max 4096 x 4096.

If you try to load anything bigger than the device is capable of, Corona will down-sample leading to pixelation fuzziness.

You should find a way to reduce your texture memory as well. Even though it’s convenient to load everything you’re most likely going to have performance and memory issues. Just load what you need for the current level. If you have wide/tall scenes that go beyond the texture size limit, you’ll need to slice them up into several sheets.