All mages are decompressed before rendering to the canvas, so the size they are on disk is only of importance in the final project size.
I don't have any mages though - it's not that kind of game . . . jk
So for instance, the image you say is 1000x600 would use approx 1000x600x4 24MB of memory just for that one image, although if it needed to be power of 2 aligned, which older hardware requires, then it would need approx. 42MB.
You must be very careful with old hardware and image size.
Useful article from Ashley:
I read that article before and just reread it. I get what they are saying with the old processors and the power of 2s. But would it be beneficial to break up the large images into power of 2s myself? So I could cut into two 640x640 images. I would still be wasting some space myself but not as much - is it worth the trouble?
There is something else I am confused about:
In Ashley's "How the Construct 2 WebGL renderer works" Blog post I read:
I'm not sure why, but people occasionally wonder if off-screen objects are rendered and if it would help if they were made invisible. Of course off-screen objects are not rendered and making them invisible will do nothing apart from needlessly complicate your events.
But of course it will be loaded into image memory if it is part of the layout. So if I have a large image at the very end (it is the finishing backdrop) how much will it affect the fps at the beginning of the game? It is in image memory but not rendered, which Ashley has mention the rendering accounts for about 90% of the processing.
And there is no point in having it not at the end and spawned before arrives at the end as it will still be in image memory, correct?
Thanks