0 votes

Is there actually a gain in creating atlases for several character sprites which have all non pow of 2 dimensions? (Regarding performance and gpu memory usage)

Lets say I have 10 characters in game each with 30 sprite elements which have different non pow of 2 dimensions. Does Godot pack them on export in atlases by it self based on loading requests (as for example Unity does)?

Because if there is no real benefit in using self created atlases I could just skip that step and throw all those single sprites in there which would make swaping things out easier and faster.

Thanks in advance for your help and advice.

Godot version 3.3.4
in Engine by (36 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.