Hello,
I am developing a 2d game, it works fine in iPhone 4 and 5 but i want to optimize it for 3GS and iPods.
I am using RGBA 32 bits compression with aniso level 3 for image sized 2048 X 640, which is used for my parallax.
Please suggest.
Hello,
I am developing a 2d game, it works fine in iPhone 4 and 5 but i want to optimize it for 3GS and iPods.
I am using RGBA 32 bits compression with aniso level 3 for image sized 2048 X 640, which is used for my parallax.
Please suggest.
Hi!
Depending on your game, 32 bit compression could ruin your game, or it could fit in just right. If you have a 3Gs, you could just try and see what works best. Depending on how many and what surface it’s on, a large texture can be quite bad or quite alright.
Its hard to come to a be all end all solution for optimisation. It really depends on everything
Hope this helps,
Benproductions1
Your options are uncompressed or PVRTC; there’s nothing else. You can potentially save images as PNG and load them during runtime, but that will only affect file size on the device, and they will still be uncompressed in memory.