Hi Aren,
I do some test.
Atlas size: 1024x1024 4.0MB
Tiled sprite (oryginal: 744x256, tiled to: 744x1280)
Profiler:
----------------------------------------
iPhone Unity internal profiler stats:
cpu-player> min: 4.3 max: 23.9 avg: 5.9
cpu-ogles-drv> min: 0.3 max: 0.7 avg: 0.3
cpu-waits-gpu> min: 7.2 max: 27.7 avg: 25.3
msaa-resolve> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 32.4 max: 34.3 avg: 33.3
draw-call #> min: 4 max: 4 avg: 4 | batched: 0
tris #> min: 66 max: 66 avg: 66 | batched: 0
verts #> min: 132 max: 132 avg: 132 | batched: 0
player-detail> physx: 0.5 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: -22.1 fixed-update-count: 1 .. 2
mono-scripts> update: 1.3 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 954368 allocated heap: 1204224 max number of collections: 0 collection total duration: 0.0
----------------------------------------
And everything is ok but when i turn on panel with another atlas
1. Atlas size: 1024x1024 4.0MB (background)
Tiled sprite (oryginal: 744x256, tiled to: 744x1280)
2. Atlas size: 2048x1024 8.0MB
(Secound atlas have all game sprite)
All sprite don't move, and don't have any my script:
Profiler:
----------------------------------------
iPhone Unity internal profiler stats:
cpu-player> min: 21.2 max: 38.5 avg: 31.4
cpu-ogles-drv> min: 0.4 max: 0.7 avg: 0.4
cpu-waits-gpu> min: 0.4 max: 13.3 avg: 5.1
msaa-resolve> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 33.1 max: 50.0 avg: 38.8
draw-call #> min: 4 max: 4 avg: 4 | batched: 0
tris #> min: 302 max: 302 avg: 302 | batched: 0
verts #> min: 604 max: 604 avg: 604 | batched: 0
player-detail> physx: 0.7 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 20.8 fixed-update-count: 1 .. 3
mono-scripts> update: 3.9 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 974848 allocated heap: 1261568 max number of collections: 0 collection total duration: 0.0
And now i have -5 fps on iPhone4 and -10 on Phone3GS , -3 - -4 iPad 1
Any idea ? I see that cpu have more usage with 2 atlases (separate panels)
I tested with Mobile->Unlite shaders but no resolve my issue then this is no problem with shaders.