#RAM Usage Sprite Sheets
16 messages · Page 1 of 1 (latest)
Textures are uncompressed in VRAM, and those are very large textures
width x height x bytes per pixel
= 3840 x 16320 x 4
= 251,658,240 bytes
= 240 MB (approximately)
According to GPT
Yes but they are mostly (like 98%) comprised of transparent pixels
Which is why they compress so well
Ok I think I see where the earlier problem was
You might want to try to reduce the size of these. If they're 98% transparent, then it seems like there's room for improvement there?
A lot of room it seems lol
About 238.5* MB in fact haha
So I guess no sprite sheets ?
That might be why the sprite sheets were taking so long to load as well ?
And causing "lag spikes"
probably
And there's no way to load them compressed into VRAM without garbaging the image IIUC?
Problem solved it seems 😑
@radiant crane Can you use an offsetted sprite sheet (where every frame has its own offset), load the offsets to an array and have Godot change the offset during runtime ?