Graphics, what is best for performance

Discussion and feedback on Construct 2

Post » Sat Aug 11, 2012 4:11 am

OK, so I have searched around I can't really find a concrete answer so what is the best way to deal with a large layout. Mine currently is 6000x6000.

Right now I am using 256x256 tiles to lay the entire background. These consist of about 8 different sprites right now.

Is it better to use less, 512x512 tiles?

One large image (png/jpg)

A tiled 256x256 image, then placing my other sprites as needed to fill in the background?

Thanks.
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Post » Sat Aug 11, 2012 8:51 am

It better to use smaller tiles. Using a large image it's not recommended.
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Post » Sat Aug 11, 2012 8:53 am

Imagine SNES uses the smallest resolution like 512 x 240 on canvas window size. It runs very faster with very weak hardware.Joannesalfa2012-08-11 08:53:40
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Post » Sat Aug 11, 2012 9:15 am

I thought using a huge object count (which comes from using tiles) made a big impact on performance? Unless you're using a bland background like in the Ghost Shooter, where it's just a single tiledBG.
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Post » Sat Aug 11, 2012 9:24 am

You can simply fill the visible area with sprites and swap images as necessary, simulating "moving around". Nothing is outside the visible area. That's the standard practice.
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Post » Sat Aug 11, 2012 10:01 am

Using one large image should be avoided at all costs - it will waste a huge amount of memory.

Using a series of 256x256 or 512x512 tiles should be fine, but I wouldn't go any smaller than 256, since then you start getting in to higher object counts.
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Post » Sat Aug 11, 2012 3:31 pm

Thanks EveryoneArcadEd2012-08-11 15:32:41
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Post » Sat Aug 11, 2012 5:38 pm

i didn't understand , if the images has the same size will be more faster than the images that has different sizes?
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Post » Sat Aug 11, 2012 10:22 pm

It's a tradeoff between having a single large image (which wastes memory) and thousands of tiny tiles (which will be slow due to increasing the object count). 256-512 sized tiles is a good middleground.
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