unity3d - Unity increases size of imported sprites -


Perhaps you are misleading the physical texture size of PNG, which is 37.2 KB as you specify, with the size of the texture in the memory.

It does not matter if your file is JPG, PNG, or psd, the size of the game memory will take you as much as you specify. If you specify the maximum quality, which is 32 bit RGB uncompressed then it is 800 x 294 x 4 bytes (32 bit) = 235 200 x 4 bytes = 940 800 bytes = ~ 0.9 MB If you want to use less memory, then you can reduce the quality to 16 beats (4 beats per channel), or you can compress in memory types, however, give this texture Need the power of dimensions, and square (on iOS) again In this case, you have 1024 x 1024 x 0.5 bytes (4 bit per pixel PVRTC4) - 524 288 bytes = ~ 0.5 MB

These compressed textures were kept compressed. GPU memory is available on PowerVR's GPUs and many others, using them, you will reduce your memory usage, and even rendering time - there is less data to process, they are not exactly as 32 btr RGBA , But compared to 16 BRT RGBA Often better - you should check sequences by themselves.

If you need some more detailed information about texture compression, take a look at it too.

To sum it, the shape displayed by Unity is the size of the texture in memory, whose source is nothing with the file type or size, only the important thing is that the import type (compression) and maximum size Limit.

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