Measurements
Measurement reports
Dated reports on how the GreatSprites runtime behaves on real devices. Each one writes out its method: the device, the journey through the game, what is counted and what is left out, so you can judge the number yourself.
Coming next
- Great sprite vs sprite sheet. The same clip as a classic sprite sheet and as a great sprite: memory, download and smoothness at 60 and 120 Hz.
- Load time per element. Time to first frame for one character, one object and one living background.
- A live benchmark. A page that plays a scene in your own browser and reports your device's frame rate and memory.
How we measure
Our probe runs inside the page and reads what the browser itself reports: JavaScript time per frame, long tasks, draw calls, the size of every texture uploaded to the GPU, and every byte downloaded. A scripted journey plays each game the same way. Reference games are measured with the same probe and the same journey, on the same device, and are anonymised.
Two free tests on your own picture
Make two animations from your own art, play them in your own build, and see what they cost the device. No card.
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