is GS engine ready for retina ipad? (resolution independence issues))

3xL3xL Member Posts: 676
edited September 2012 in Working with GS (Mac)
i notice with my new game, where i have all my images iPad 3 ready, the ram viewer tells me memory is always in the 80's.

and get this:

if i turn resolution independence OFF the memory goes to 248mb! is this a bug?

Comments

  • 3xL3xL Member Posts: 676
    How can I find out how much memory is being used with an ad hoc?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    If you are testing on a non retina iPad then yes I would expect that. Because with RI checked off the Engine is cutting the art in half for your non RI devices. So when you uncheck RI your non Retina Device is now having to load images with 4 times the number of pixels for the same actor. so yeah I would totally expect that.
  • 3xL3xL Member Posts: 676
    Ohhhh I thought the concept worked the other way around.

    I thought having RI on would include the larger images for the retinas and having ri turned off would just display normally. :p
  • 3xL3xL Member Posts: 676
    But that been said. With creating retina ready games, it only make sense that the memory would be in the 80's no?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    For older low memory devices sure. But theres no way to make a 2048x2048 image have less RAM usage than a 1024x1024. Its pixel count is 4 times higher. Thats why the retina devices have more RAM on the device.
  • 3xL3xL Member Posts: 676
    That's what I figured along the way.
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