Hello,
I’m experiencing (to a lesser extent) the same issue as Tiago on my new Nexus 7 since I’m trying to use Dynamic Image Selection. My aim is to get a crystal clear picture on tablets so I use @2x and @4x imagesheets where it makes a big difference.
In order to minimize texture memory footprint, I split up my imagesheets so that each scene has its own imagesheet for images that belong only in that scene. I’ve made it so that at most 2 scenes are active at any one time. Inactive scenes have their imagesheet disposed of. So I’m pretty sure I got the memory footprint under control.
The tradeoff is that imagesheets have to be loaded with the scenes, which creates a slight hiccup (~1 second) before transition can occur. One example of a guilty imagesheet is a 948x240 png file. I use TexturePacker to pack my imagesheets by the way.
I’m concerned it will be even worse on slower retina devices. Have you guys got any tips and tricks to make the experience smoother for the user?
Should my imagesheets obey the power of 2 rule?
Does image file compression such as http://tinypng.org/ (therefore smaller size on disk) help much?
I’ve noticed that creating a lot of display objects at once can have an impact on the amount of time it takes for scene:createScene() to complete. Any tip regarding this?
Thanks,
Wenzil