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Support / Re: Fastest way to load PNG assets?
« on: June 29, 2015, 06:15:43 pm »
Yes, I had the knucklehead realization that putting them into Resources as .png files (rather than .png.bytes) has the same effect as using Unity textures in the first place -- totally uncompressed textures in the package. So yes, loading becomes radically faster... and your 2.6MB 2048x2048 becomes 16MB on disk. Fuuuuuuck Unity and its lack of native PNG support, seriously.
I did continue to go in this direction though, choosing to put all PNG Atlases in Resources as .png.bytes and loading them as TextAssets before upload. This ultimately doesn't *directly* help with load times (still has the massive spike associated with converting a PNG and uploading it to the graphics hardware), but there were positive indirect benefits:
- Our levels point at SCs that are not needed at load-time, this allows us to only load the TextAssets and convert them to Texture2Ds when we actually need them.
- ...which reduces memory footprint and level load times.
- ...and allows us to actively manage SC memory while travelling between sections of levels that have different SC needs, keeping max footprint down.
All of this for the love of the iPad 2
I did continue to go in this direction though, choosing to put all PNG Atlases in Resources as .png.bytes and loading them as TextAssets before upload. This ultimately doesn't *directly* help with load times (still has the massive spike associated with converting a PNG and uploading it to the graphics hardware), but there were positive indirect benefits:
- Our levels point at SCs that are not needed at load-time, this allows us to only load the TextAssets and convert them to Texture2Ds when we actually need them.
- ...which reduces memory footprint and level load times.
- ...and allows us to actively manage SC memory while travelling between sections of levels that have different SC needs, keeping max footprint down.
All of this for the love of the iPad 2