Can an iPhone handle this??

GuaveMediaGuaveMedia Member, PRO Posts: 1,262
edited August 2012 in Working with GS (Mac)
Hey guys,

as same may know, my new project has many actors in it. And most of them are also animated.
Now I did something to save some memory usage. I unchecked moveable, preload art etc. I also
stopped the animations when the actors were out of the scene. But I can't get my memory usage
underneath 56-58mb...I am having 60fps on the GS viewer, but the MB make some worries to me.
The project size is 5.8mb.

Some viewer datas: Images 27 MB
Other 17MB

Is this still playable on the iPhone or will it immediately crash?

thx Alex

Comments

  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    You can't do anything about the "Other Memory" part. As for the "Image Memory" remember to stick to the power of 2 size whenever it's possible (2, 4, 8, 16, 32, 64, etc.) because, for example, a 34x34 image will occupy the same memory as a 64x64 one.

    If you can't optimize the image anymore remember that when the image memory will reach a certain level it will be dumped to avoid crashing. So if you don't have too many big images running at once then you should be ok.

  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    edited August 2012
    Yeah I know that :).....I mean I have a big scene but I reuse the backgrounds....so I don't spawn anything or so. The funny thing is that when I import my backgrounds at 480x640 the memory usage is at 40mb. When I use it double sized (import the image double sized) it goes up to 55mb....
    thx
  • kinzuakinzua Member Posts: 554
    @AlGames a 3gs will take upto 120mb.. though 4 gud perfrmance.. restrict to 60-75mb.. u'll be able to go further to other devices.. hope that helps..
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