I have lots of sprite sheets. I use texture packer with full compression (takes a little while one some). I have one sheet for every scene and I have a LOT of scenes (100ish?) - Most of these are anywhere from 900x900ish to 2048x2048ish after packing.
I have 2 sheets of 2048x2048 that are just character images (24 fit on a 2048x2048) which will grow as I add content. I also have at least 3 other sheets for every 40ish illustrations that are different cuts of the images like thumbnails, half portraits, etc. I scale where I can, but I still need all of these images.
What’s the best practice in handling this amount of content? Should I be loading it from a remote source dynamically rather than including them all, should I be using different sized textures?
Running in the simulator, my memory doesn’t grow too badly, as I dispose of scenes as I navigate around (with a few exceptions). I have one texture that is 4096x4096 which causes delay, even on my simulator and I know I need to break up. I’m just worried that I don’t have much in the way of image handling guidelines. My memory footprint seems to be manageable (it shrinks as scenes are destroyed) but I don’t even know what’s a good baseline.
Any advice would be appreciated.