hsharma's Recent Forum Activity

  • Cool! Thanks a lot for all your help guys.

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  • Thanks newt, but I am not looking at the file/app size. I am worried about runtime-memory. Any guidance on this aspect would greatly help.

    I am worried I'll build the entire game and run into issues that are undoable.

  • So, is 200 - 300mb per Layout also fine? Since inactive layouts’ assets are cleared from memory...

    Am I right?

    And is the downscale logic good to go?

  • Okay, but how do I judge how much RAM is being used by my game? How do I figure what's the best recommended limit?

  • Hi experts,

    BEFORE I ASK MY QUESTION:

    I am trying to build a game as a Universal app. Naturally targeting iPad Pro (2732x2048), I need hi-res images. I understand it is a bad idea to use 2732x2048 images. So, I am tiling a max of 512x512 image (this is a necessity as the detail is more in the artwork).

    I read the optimization / memory management blog post by scirra and gathered that keeping memory (RAM) usage around 60 - 70mb is recommended. Also guessing that each level being a different layout in my project, when I load each level, last level's images/objects will be cleared from memory. Correct me if I am wrong.

    When I go to Project Statistics from Tools (right clicking project), every level shows 90 - 100mb memory usage.

    QUESTION 1:

    What's the ideally recommended mem usage that I should be limiting to, for each layout?

    QUESTION 2:

    Since I need only one app/package that will deliver my game to all devices (960x640 to 2732x2048), making my graphics the highest in resolution and downscaling in runtime (with medium downscaling quality) is the only way I see and know of. Am I on the right track? If anyone has a better idea, please guide.

    Regards!

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hsharma

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