Tiled VS Stretched Sprites

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  • Hello!

    I have some performance issues in my project (the layout is big and full of sprites) and I wanted to start doing some graphics cleanse.

    I have some doubts:

    1) Is there a performance difference between a stretched sprite VS a tiled image? In some cases I don't have a pattern (or the pattern is horizontal and can be stretched. (See image below).

    2) My game is for android only. Sprites are usually compiled in atlases, but are tiled images part of them? Is it worth it to make them power of two if not?

    3) If I have the same sprite repeated, does it have multiple drawcalls?

    Thank you very much!

  • 1.

    Conceptually they should be the same. The graphics card can draw tiled textures just as fast a non tiled ones.

    2.

    You’ll have to look in the manual/blog posts about it. C3 had more work on the atlasing of textures so it’s probably all lumped together when it can. Power of two textures shouldn’t matter. That is handled behind the scenes with construct. Atlasing is to use less vram mostly.

    3.

    Construct’s renderer is batched. Which just means it draws as many objects with the same texture all at once with one draw call. They are always bragging about the speed of that in blogs

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  • 1.

    Conceptually they should be the same. The graphics card can draw tiled textures just as fast a non tiled ones.

    2.

    You’ll have to look in the manual/blog posts about it. C3 had more work on the atlasing of textures so it’s probably all lumped together when it can. Power of two textures shouldn’t matter. That is handled behind the scenes with construct. Atlasing is to use less vram mostly.

    3.

    Construct’s renderer is batched. Which just means it draws as many objects with the same texture all at once with one draw call. They are always bragging about the speed of that in blogs

    Thank you!!! It's all clear now.

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