Optimizing performance (vector vs. Raster)

Public Hello,

I am trying to improve the rate of game that appeals to many floor tiles. Currently, the floor tiles are stored and vector graphics in the form of different frames in a clip. I wanted to experiment with the pixelation a floor tile and see if that would allow any frame rate increases. I did it by one of my windows (one of the frames in my video) convert a png image and replacing the version vector of this tile with this version of raster. I then tested two worlds - a tile filled (vector) and another filled with tile B (png).

In all my tests, world with tile (the original version of vector) surpassed the world with slab B. I'm guessing that I'm not getting the expected performance gains is because I'm always the tiles in the old style and do not use any strict bitmap draw calls?

Can someone help me get a better understanding of why it is that this method fails the rendering speed booster? I have to spend my bitmap rendering code strict draw calls? Any insight or links to relevant articles or sites would be greatly appreciated. Thank you, all.

in most situations, you expect any non-translationnelle transformation (IE, all other than x, y change) request less computer resources when it is applied to a vector vs a bitmap cacheAsBitmap is applied or applied both or.   you would expect everyone to use less resources during non-translationnelle transformation when cacheAsBitmap is disabled.

Tags: Adobe Animate

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