Hello.
What is most effective performance wise (FPS)
Premise: 600+ sprites. Sometimes less, sometimes more. This can't be changed.
Original: Fade behaviour.
Disabled in main gameplay, but enabled in level loading/unloading.
(the loading/unloading is when the stage is filled with the gameplay tiles one by one by random, fading them in/out in succession, using the Fade behavior)
OR
Replacement 1: Replace the Fade with custom made dedicated fun animation, 4 frames, 15 different animations, so 4*15.
OR
Replacement 2: Replace the Fade with custom events, changing object's opacity manually and using tween plugin.
OR
Replacement 3: Make a new sprite object with same content, with the effect enabled there, and once finished destroy those sprites and replace with the effects-less gameplay sprites.
Those three replacement solutions require more events (exact number vary depending on solution).
But those events are only run at load/unloading stage and the events are completely disabled in gameplay.
So the question is:
Will Fade tank FPS even if it is not actively used?
(My guess that the Fade Behavior is kind of a merge of a simple Tween and Opacity)
Or is it so that it is mostly the WebGL effects and/or actively in use that will effect performance?
Thank you. I am trying to optimize my game as much as I can. On heavier levels it goes down to 52-54 fps at some moments, on i7-6700k 4GHz cpu (and Geforce 970 GTS) but mostly often it hovers around 57-59 fps.
EDIT: Rereading I think it is not tanking much, because I mistook it for Effect but is actually Behavior. I have edited the text from "Effect" to "Behavior" now.