Android Graphics Memory Limitations

I am creating an Android game using opengl and the cocos2d port (http://code.google.com/p/cocos2d-android-1). I am targeting a wide range of devices and want it to work well. I am testing only one connection, and I hope to receive information from people with experience working on slower devices.

Currently, the game uses two textures of 1024x1024, as well as two textures of 256x256. Is this within most devices? In this case, does anyone have any rule of thumb or experience with graphics memory limitations? If gfx memory is exceeded, will it go into normal memory?

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3 answers

Afaik , , , 16 , .

MUCH , , , , 2048x2048 512x512, 8888 .

oom , , , .

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Java - 16Mo (mdpi) 24Mo (hdpi). Native - , OpenGL Java API - JNI. , GPU 24 . , Atlas 512 * 512 ( G1 ), .

20-50 2048 * 2048.

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With textures, you load outside the application space (c). Thus, the maximum load level is the same as in the phone's memory. (You will notice that in games with intensive memory drawings are drawn when returning to the main screen)

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