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OverviewFelgo 2 Support (Qt 5) › Image compression and ram

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  • #11808

    Megan

    Hello!

     

    I was surfing QT blog posts, and saw this one: http://www.kdab.com/efficiency-matters/.  It sounds like images are uncompressed when they are rendered and they eat up a lot of ram.  They’ve suggested some techniques to deal with it.

     

    Is this something you’ve encountered and/or anticipated?  I am working on a 2D mobile game with (hopefully) “stunning visuals” including overlapping parallax backgrounds and multiple animated sprites.  Will this be a problem for me?

     

    Thanks so much for your input!

    #11817

    Günther
    Felgo Team

    Hi Megan!

    Of course optimizations like the one in the article you mentioned can improve the performance of a game. Such topics are interesting to us and might be up for discussion for future versions of Felgo. In the past, we didn’t hear about troubles with the current way of image rendering. So you shouldn’t worry too much about over-optimizing your game as long as you don’t have performance issues.

    There are a some features of Felgo that can also help you in terms of memory usage:
    1) Take advantage of dynamic image swapping capabilities of our components, e.g. the MultiResolutionImage. Older devices with smaller screen resolutions will use the smaller version of your images. More powerful devices with a better screen resolution will use the hd image versions.

    2) We recently also added TexturePacker support again. The TexturePacker combines multiple images within a single texture file in a way that minimizes paddings at the border of your sprites. You can display sprites based on such sprite sheets for example with the TexturePackerAnimatedSpriteVPlay component.
    You can also have a look at this post for an introduction: How to use TexturePacker

    Best,
    Günther

    • This reply was modified 4 years, 11 months ago by  GT.
    #11841

    Megan

    Thanks for the reply!  I haven’t run into any issues yet since I’m still working, but it is a good topic to think about.  I do plan on using the multi-res images, and the texture packer.  I’ll keep working on it and see how it turns out!

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