Not sure why 1 big texture will lead to consume more ram than
the same texture divided into 10 smaller textures.
It might be related to Direct3D, that it create a "surface" of the same size of the texture in RAM.
So a small texture will lead to less ram consumption, while a bigger texture must create a bigger surface...
not sure must be verified, SDL2 doesn't give anything on that, problaby on D3D there is something about it.
basically the results are for the INTRO:
big textures, 1 texture fit all the animation frames: ~1.2 GB RAM
multiple smaller textures for animations (more than 1 frame per texture): 220MB ...
So it looks like an animation would be better to be 1 texture per frame for RAM usage in D3D.
performance wise, not really noticing slower.. maybe slighlty more GPU texture switch context to perform? can't measure on a simple 2D animation anyway..
Not sure why 1 big texture will lead to consume more ram than the same texture divided into 10 smaller textures.
It might be related to Direct3D, that it create a "surface" of the same size of the texture in RAM.
So a small texture will lead to less ram consumption, while a bigger texture must create a bigger surface...
not sure must be verified, SDL2 doesn't give anything on that, problaby on D3D there is something about it.
basically the results are for the INTRO:
So it looks like an animation would be better to be 1 texture per frame for RAM usage in D3D. performance wise, not really noticing slower.. maybe slighlty more GPU texture switch context to perform? can't measure on a simple 2D animation anyway..