Hi Ashley,
Is there an updated blog post for REMEMBER NOT TO WASTE YOUR MEMORY from 2013? Does the power-of-two rule still apply to images today? Maybe the recommended 60-80 MB image memory is higher now? That's mainly what I would like to know. How far can I push the image memory, mostly for today's mobile devices.
In the section NO FRAMEWORK CAN HANDLE THAT, you do some pixel math, and I've tried that, but it's not adding up for me, and I'm not sure what I'm doing wrong.
I have a PNG image that is 650x1030. That's the size it is on the layout in C3 too. On disk it's 328 KB. If you do the math like you do in the blog post, 650 x 1030 x 4 = 2,678,000. So about 3 MB. But in the debug inspector, the image memory is 8.1 MB for some reason. Why so much more? If it involves the power-of-two then it would be around 16 MB? The size of the layout/viewport is 1280x960. As I scale up and down that viewport in the inspector, the image memory changes. To get the image memory down to 3 MB, I have to scale the viewport down to 80x60. So is the image memory dependent on how many pixels used in the viewport and not so much on the actual size of the image?
I'm confused. The reason I want to understand this is because it's frustrating to work on a game just to find the game is too image heavy and takes too long to load. Can you or anyone else help me better understand this and set me on the right path?