UV animation on iPhone

I’ve got a script that updates a texture’s offset and tiling to make it appear as though it were an animated video with the frames stored on a single large texture (2048x2048) This works fine the in the editor but when I run the game on a last generation ipod touch (no retina display) the textures look grey.

I tried setting a lower texture size of 1024 which works but it looks more blocky, is there a maximum texture resolution on the device? Is there a setting some place that increases it? I’ve set everything on the quality menu to max (except pixel lights as the editor says more than 1 reduces performance)

The scene uses baked light maps and has no dynamic lights if that matters.

iphone 4 can handle 2048. Earlier devices are limited to 1024.

I believe that 3Gs also can use 2048 textures.

Right, the gpu in 3GS, iPad, 4th gen is the same and they all have 2048 x 2048.
only pre 3GS has 1024 (mbx lite, non shader, 22.xmb VRAM only)

only pre 3G has 1024 (mbx lite, non shader, 22.xmb VRAM only) ,right?

Nope, pre 3GS.

The 3G and ipod touch 2nd generation are hardware equal with the iphone 2g and first generation ipod, they ar ARMV6 and MBX Lite with OpenGL ES 1.1 only, 128MB RAM in total. The ipod touch 2nd gen just has his cpu speed cap taken fof that holds back the cpu in the iphone 3G (required due to the 3G chip which eats that power the cpu saves).
But the gpu on all of them is an mbx lite, no shaders, 24mb vram in total (with 1.x mb going into the front and backbuffer)
Generally you can easily remember it: 128MB RAM is the old device, old hardware, old limitations - that covers the first 2 generations.

The new OpenGL ES 2.0 gpus (SGX 535) which raised the max texture size to 2048x2048 and virtually allow them to use all available ram on the device either as VRAM or normal RAM are available only on the 3GS+ generation and iPad, so simply put only on the devices with at least 256mb ram.

I thought as much, thanks for the info.