Question about sprite size and performance

Discussion and feedback on Construct 2

Post » Thu Jan 14, 2016 1:43 am

Ok guys, sorry if this has been previously asked but I got a few questions:

Presently I use a sprite of 96x144, This sprite is a resized X3 version of the original sprite. Now, I know I could do it smaller and resize afterwards, but thing is that I have different resizes for levels and characters (artistic choice).
Now, if I export an animation sheet from asesprite with 4 frames. Its only 2kb, if I don't resize it 3 times its original size, its 1kb. Problem is if I use photoshop where even when using super png exporting plugin, I still have 16kb. So, Im curious about performance here.

Will I have issues by resizing the sprite rather than resizing the layout at runtime?

I'm trying to figure out whats the more optimal since my project will be fairly large.

Thanks!
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Post » Thu Jan 14, 2016 2:42 am

The file size of your PNG's has no impact on performance other than loading times, because all images are stored uncompressed in VRAM, each image being (width * height * 32) bits in size. Pre-scaling your images will therefore increase VRAM usage, which would be a problem mostly on mobile. Actual rendering speed should be more or less the same between pre-scaled and runtime scaled.
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Post » Thu Jan 14, 2016 12:59 pm

@linkman2004, thanks!!
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Post » Thu Jan 14, 2016 1:10 pm

it's the best if you aim to use exactly set sprites. for example: you need a monster - bigger - create it 512x512 and use it like that, don't create 1024x1024 and then
resize in editor because it will cripple your stuff.

also aim smaller sprites with lower res .)
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Thu Jan 14, 2016 5:01 pm

@saiyadjin, I do it because its the d.a I chose for this project, and I was wondering if it would cause slow downs
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