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Atlas loading performance difference between Android and iOS?

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We have a set of about 35 fairly large sprites (generally 2048 x 1024) in our application. Functionally all is fine. However, for iOS PVRTC compression this is an issue, since it needs square input. With a sense of "time is short" we had the idea to have the sprite packer combine them in to nice square sprites that can be compressed. While unfortunately Unity doesn't seem to pack 2 such sprites into a nice square, we still got quite a significant benefit out of the compression (even when it essentially contains half a texture worth of unused pixels) and runtime performance improved significantly. While not prefect, happy with at least some improvement there we built an Android version. But unfortunately there performance seems to have crawled to a halt. Where before performance for individual sprites was instant, loading them now takes seconds on a device like the Nexus 5. - Compression settings are ETC 4 bits in either Android scenario for most sprites. And RGBA32 for a handful of smaller sprites that do get nicely packed. - The iOS test device was an iPhone 4s, the lowest device we support. - The Android test device was a Nexus 5. - Unity version is Unity 5.1.0p1 Is there anything obvious about sprite packing (atlassing) between Android and iOS that could explain such a difference? Anything in particular I could look at?

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