According to page in Mobile overdraw section:
https://www.scirra.com/blog/112/remembe ... our-memory
This text says a solution:
[quote:2ltb5mq1]The solution here is again to prefer using small images instead of large ones. A large image will eat up lots of the mobile's drawing budget in one go, whereas it's easier for it to render several spread out smaller objects. For example, a window-sized sprite to add borders round the edge of the screen is very inefficient, since the transparent pixels in the middle still use up the draw budget; using four separate sprites for each edge of the screen would be a lot faster.
I would like to review this solution, let me show you the examples.
This is a sprite to set as background:
It has 800 px of width and 336 px of height, basically it's not good idea to draw on mobile, the solution says 4 separated spirtes for each edge of the screen would be a lot faster, it makes me to think we should split this sprite into 4 pieces.
Each sprite has 400 px of width and 168 px of height, does it help?
Otherwise if you're going to say use power of two, let's see, it's using 256.
8 pieces using power of 2.
I'm not sure it would consume more memory usage than four pieces due to transperency.
What's is the best method?