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The following is intended as a reference for use while creating .bitmap tags.
Compressed Textures
Supported Sizes: Any multiples of 4
Optimal Sizes: Multiples of 128 (128, 256, 384, 512, 640, 768, 896, 1024, ...)
Warning
As soon as you go over a multiple of 128, you use the same memory as the next higher multiple of 128!
So, a 132x260 texture uses the same amount of memory as a 256x384 texture. Also, the small mip map levels waste memory so, if possible, use a few higher-rez textures instead of many low-rez textures.
Again, it is much better to use a single large texture than to use multiple small ones that add up to the same size. For example, four compressed textures that are 128x128 use twice as much memory as a single 256x256 compressed texture. Refer to the memory efficiency chart below for details:
Memory Efficiency for Compressed Textures
Bitmap Sizes | Memory Efficiency |
---|---|
16 | (2.08%) |
32 | (4.17%) |
64 | (11.11%) |
128 | (33.33%) |
256 | (66.66%) |
384 | (70.59%) |
512 | (88.89%) |
640 | (68.03%) |
768 | (79.99%) |
896 | (89.50%) |
1024 | (96.97%) |
Uncompressed Textures
Supported Sizes: Any
Optimal Sizes: multiples of 32 (32, 64, 96, 128, 160, 192, 224, 256, 288, ...)
Warning
As soon as you go over a multiple of 32, you use the same memory as the next higher multiple of 32!
Also, for 32x32 and smaller mip levels, 2-channel and 1-channel textures use the same memory as 4-channel textures. So, at low resolutions, you don't gain anything by using fewer channels.