Dumb Question re: RAM Usage for Images
Okay, so I know about the whole doubling rule (8,16,32,64,etc.) and that if art is slightly above one of these increments, it gets bumped up to the next level as far as RAM allotment goes.
Here's my question: in order to help "future proof" my iOS game for a certain tablet that may or may not be revealed in may, I have designed all my graphics at double iPad 2 res, and use them in GS as scaled graphics on properly sized actors. Does the RAM allotment come from the physical image applied to the actor or the screen size that the actor exists in? I.e. Am I using twice the RAM I should be because of the 2x images?
I haven't had any issues so far and usually stay below 50mbs, but I'm all about optimization. I'd just rather not go back and 50% shrink all my assets and reimport them.
Here's my question: in order to help "future proof" my iOS game for a certain tablet that may or may not be revealed in may, I have designed all my graphics at double iPad 2 res, and use them in GS as scaled graphics on properly sized actors. Does the RAM allotment come from the physical image applied to the actor or the screen size that the actor exists in? I.e. Am I using twice the RAM I should be because of the 2x images?
I haven't had any issues so far and usually stay below 50mbs, but I'm all about optimization. I'd just rather not go back and 50% shrink all my assets and reimport them.
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