Atlasses Size - 2048 Or 4096 ?

Discussion in 'Technical Discussion' started by vantom, Jul 11, 2016.

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  1. vantom

    vantom Boxer

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    I have 16 atlasses in 2048x2048 res.
    Will make any difference in loading speed, performance etc. if I change to max res. which is 4096x4096 (This reduces from 16 to 8)?
     
  2. jcalle

    jcalle Miniboss Boxer

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    The performance is greatly affected.
    16 Atlasses are too many.
    Check that the images are not repeated, small transparent backgrounds to overlap each other and to different funds.
    Make sure not resize the players or enemies, pictures 1: 1

    I recommend 2 Atlasses Maximum.
     
  3. Kadri246

    Kadri246 Avid Boxer

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    Performance isn't always affected in every case, it is more than just atlasses. My game Above The Cloud has 13 atlasses which spans near 100 levels and near that amount of scenes of endless. The game performs perfectly on extremely low end Android devices like Alcatel and Blu.
     
  4. Christoph

    Christoph Miniboss Boxer

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    Actually it is. I have not seen a game with that many atlases which wouldn't crash on older devices. Is your game available for iPhone to check it out @Kadri246?

    The Buildbox team said this several times already: 5 atlases is the top you should consider to use. And they also said that all of their games have either 1 or 2 atlases. I agree with jcalle, 2 for me is the maximum. I wouldn't consider having 3 for my own games.

    And regarding the resolution. I remember that @Andy said once that Android or iOS (I don't remember which) has a limit of 2048x2048 pixels. I think it was Android. That's also the reason why Buildbox has 2048px as the default.
     
  5. Andy

    Andy Miniboss Boxer

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    Some devices won't accept an atlas larger that 2048x2048. Those devices are fairly old now and not very powerful. It's more common on Android. This could improve loading time and could help with general performance depending on circumstances.

    The best way forward is to figure out where you are not using images optimally and fix that. There are a lot of threads here on optimizing images manually.
     
    Last edited: Jul 12, 2016
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  6. vantom

    vantom Boxer

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    Thank you all for your help, and especially for:
    I forgot to mention about that we are talking about iOS :)
    So when you said old, you mean old old like 3gs or old like 5?

    I read a lot about atlasses and today I optimize a lot my atlasses (hold on to your chair) from 57 to 22. But! It would be 13 but i cannot delete some backgrounds because it said that backgroud is in use "The sprite is in use by some obects (btw it's not my typo, this typo is in Buildbox :) ) so it cannot be deleted". Is there any solution for this?
     
    Last edited: Jul 12, 2016
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  7. Andy

    Andy Miniboss Boxer

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    iPhone 3gs, 4 and iPad (original) all supported 2048 max. Newer devices are 4096 max to my knowledge.

    Search Google for "mobile max texture size" for more details and devices.
     
  8. vantom

    vantom Boxer

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    This is exactly what I will do. Thanks again :)

    EDIT:
    If anyone in the future will be interested in this, here is the max texture size for devices:

    Using OpenGLES 1.1,
    Max 1024x1024
    • iPhone
    • iPhone 3G
    Using OpenGLES 2.0,
    Max 2048x2048
    • iPhone 3GS
    • iPhone 4
    • iPad
    Max 4096x4096
    • iPhone 4S
    • iPhone 5
    • iPhone 6+
    • iPhone 6s
    • iPad 2
    • iPad 3
    • iPad Mini
    • iPad Air
    • iPad Pro
    For Android,
    1. Google Galaxy Nexus - 2048
    2. Google Nexus One - 1024/2048/4096
    3. Google Nexus S - 2048
    4. HTC One S - 4096
    5. LG P880 - 2048
    6. Motorola Xoom - 2048
    7. Samsung Galaxy Tab - 2048
    8. Samsung Omnia 2 - 2048
    9. Samsung Omnia HD - 2048
    10. Sony Ericsson Xperia Arc - 4096
    11. Sony Ericsson Xperia Play - 4096
    12. Sony Ericsson Xperia S - 4096
    13. T-Mobile G1 1024
    Source:
    http://gamedev.stackexchange.com/qu...ure-size-android-which-settings-for-2048x2048
    http://answers.unity3d.com/questions/563094/mobile-max-texture-size.html#
    http://haxeflixel.com/documentation/mobile-targets/
    http://iosres.com/
     
    Last edited: Jul 12, 2016
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  9. Kadri246

    Kadri246 Avid Boxer

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    Yes it is available on both Google Play and AppStore
    promo.png

    Remember, despite the few bugs, BB was improved and loads much faster.

    For me, what improved gameplay is the less use of effects like light and particles. I removed light from ATC after noticing this and replaced it with background images.

    ATC runs well on all devices.
     
  10. Christoph

    Christoph Miniboss Boxer

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    Yep. Your game crashes on iPhone4s when loading the atlases. No exception here.

    Thanks @vantom for the additional information.
     
  11. Kadri246

    Kadri246 Avid Boxer

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    When I create, I import images to build box, resize to the suitable size, if the size scaled down changes from 1 to 0.54, then I resize the image 54% smaller using OS X preview. Then I reimport the image, restore the size back to 1 then adjust the collision shape. BB wouldn't have images bigger than needed which takes toll on loading during gameplay. This I learned from my first big project. Also trim all transparency on pngs.
     
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  12. heathclose

    heathclose Miniboss Boxer

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    Thank you for the leg work on this, very helpful...
     

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