Anyone noticed how much RAM images use compared to their actual file size?
So when you test using the viewer you get a read-out of how much RAM the images are using up.
Does anyone know how much RAM usage to expect based on the file size of the images?
e.g if you have a 10kb png image, how much RAM would you expect that to occupy?
I ask because I have images that are 12kb, but the viewer tells me they take up 500kb each!!!
(its easy to see because i have buttons that trigger individual images to be loaded using change attribute>myactor>img)
So the RAM usage of my game is now huge. I'm wondering if its some kind of bug that I've inherited from a previous version of GS? (I hope it is)
Or is it normal? (I hope it isn't!)
Does anyone know how much RAM usage to expect based on the file size of the images?
e.g if you have a 10kb png image, how much RAM would you expect that to occupy?
I ask because I have images that are 12kb, but the viewer tells me they take up 500kb each!!!
(its easy to see because i have buttons that trigger individual images to be loaded using change attribute>myactor>img)
So the RAM usage of my game is now huge. I'm wondering if its some kind of bug that I've inherited from a previous version of GS? (I hope it is)
Or is it normal? (I hope it isn't!)
Comments
So I guess the wiki suggestion to use a png reducer must be just relevant if you want to keep the overall package size of your app down (under 20mb). I might as well stop using png8 then...
So i might have to make some compromises with our use of many images... dagnabit.
I watched the GDC vid of the guy who made Pitfall on the Atari talking about all the constraints they had to work under in terms of RAM etc. And all the cunning work arounds he used to get the effect he wanted.
Makes me feel a bit stupid that I'm struggling to get our game to work the way I want it to with 2011 technology.
Oh and while yes its 2011 technology it really just super compact 1999 or older technology.