Posted: 29th Oct 2011 17:42
I have a particle effect with 400 max particles, and around 60 (30x30) sprites onscreen, and 5 big 1000x200 sprites.

My test game is still running at 60fps on iphone 3gs with Tier2 AGK.

What is the limit of sprites on screen until the fps starts to go down?
Posted: 29th Oct 2011 18:34
Tech question to the brave men in TGC:

If a sprite is off the viewport, at location 0,-100, does agk render the sprite?

And if a sprite is turned VISIBLE off, does agk render the sprite?
Posted: 31st Oct 2011 2:55
If a sprite is not visible, or entirely off screen then it will not be sent to the GPU, but they will still effect the CPU as it tries to calculate what is visible and what isn't.

Devices will be limited by two factors, their GPU bandwidth (how many sprites can be sent to the GPU per second) and fill rate (how many pixels they can draw per second). It was a while since I tested it but my ipod touch 2nd generation managed about 300 small sprites at a reasonable frame rate (around 30fps), but a small number of large sprites might reach it's fill rate limit rather quickly (every overlapping sprite means those pixels are drawn more than once).
Posted: 31st Oct 2011 13:43
thanks a lot for info.
i am still at 60fps on iphone 3gs, didn't hit the bottom limit yet!