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[CRITICAL] core script makes lots of cache textures #208
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Thank you for your report! |
I think it's going to require quite a lot of changes to core scripts in second option. If the situation is not good and there is no other way, I recommend the second option. |
Sorry for the late reply, but I'm still interested in your agenda. Could you write a pull request? |
Sorry, but I'd not currently have enough margin of time to contribute significantly to this project. Pixi has a This is a simple demo, and in order to actually use it, this will need function about lot of drawing and erasing textures to use dynamically in the Check this post for how sprite packing algorithm works. |
Thanks! |
iOS application debug log
JS console debug log
We are porting MV games to iOS and found the following flaws in the core script.
This problem is quite serious and is not very well suited to RAM optimization and modern GPU rendering methods.
Our game dev team have confirmed while porting to iOS, core script makes cache texture just one time uses for making every windows. (even when moving window cursor too...)
This approach is extremely inefficient.
Because of this problem, the web view we used to port to iOS, WkWebView, opens and closes the menu dozens of times, causing the web view will refresh page by cannot handle the huge memory heaps. It's very serious.
Here is reason:
There are two alternatives:
Dev team should know why need to be more concerned about VRAM and RAM optimization issues, please check the link below.
What is a sprite sheet?
What is a sprite sheet? - Performance
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