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.