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Reply to Re: DinkHD v1.8.9 - Android Performance Very Bad With Large Sprites

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October 31st 2017, 11:05 PM
seth.gif
Seth
Peasant He/Him Japan
 
Hmm, this is going to depend on the exact phone hardware and graphics chip - if a high color bmp is used, the game automatically switches to a full 32 bit back buffer and rendering pipeline which is much more costly.

I've never seen any DMOD dip below 60 fps (with improved shadows on) on my LG G4 I use for testing (2015 android model) - but I didn't try those specific areas you mentioned (the purple perl, etc)

If we load more than the video memory can handle, it could cause texture swapping MID frame which would kill performance.