Separate layer? What do you mean by that? Objects being on different layers won't affect the VRAM usage, if that's what you meant.
orry, while being distracted I confused layers with layout.
Anyway, by keeping the models frames low and using the Image Manipulator to attach correct frames for correct equipment from the long list of frames in another layout, will allow less use of VRAM during rest of the gameplay. The limit to this is I can only switch animations during Inventory screen and not dynamically during all the action. If there where some way to communicate with the another layout to retrieve the small amount of frames I need during that time. Such as making a certain amount of frames global dynamically at runtime, or tooling with another object not in VRAM so I can have the frames I want ready, or something. Then there possibly wouldn't be a pause. Not sure if that's possible though. Would be cool if I can mess around with layout 2 while I'm in layout 1.
It seems currently I might still need to load the frames from HD - so some way to do encryption might be needed. Thanks for the posts guys. Interesting topic.
[quote:1msgk6op]@ manontherun - That's sounds like Asset Streaming.
How does Big 2D RPGs and MMOs do it? Such as Dungeon Fighter and Ragnarok. The unpacked folders of those types of games are riddled with hundreds or thousands of 32x32x/64x64/128x128 animations. Same as 3D? I think they just manually refer to each new sprite and don't load the rest but not really option for me. I use loopindex and want the frames to work with the rest of the events.