How many sprites do you have on-screen at once?
Also, how do you go about debugging mobile clients? Do you have representative machines, or do you use virtualization?
Have you ever run across a white-screen issue? Our current website and client both suffer from a white-screen issue, that I have been unable to solve as of yet...
In big fleet battles, sprites/particles get to around 3000. It's mostly due to ship, missile & weapons trail effects, which is made up of lots of fading sprites.
Performance is not sprite limited, it's CPU logic limited to process my AI & Pilots.
I test it over wi-fi on the browser of devices and look at usage statistics and base my optimizations on event groups which are using too much CPU.
The only issues I've had are with audio but there are work-arounds for those.