There exists 4444 (GL_UNSIGNED_SHORT_4_4_4_4) Textures.
May be this helps a litle bit.

I'm not sure but switching to VBOs might not bring an improvement.
My observation on a Nexus One is: VBOs are great if there are many tris
(>250) to render per call. For billboards it really doesn't matter that
match.
But I don't have any hard numbers this is just an observation on a specific
device.

Many have observed most devices are currently fill-rate-limited. So, if you
have lots of overdraw it might be worth checking if you can reduce it.


2010/4/7 MrChaz <[email protected]>

> 100 is a low estimate but it's around that point that the frame-rate
> seems to get into the sub 30's.
> I'm already doing pretty much everything you've mentioned except using
> VBOs - most sprites are rendered via the draw_texture extension.
> Unfortunately pretty much all the sprites have some transparency so
> I'm using ARGB_8888 for the texture atlas's.
>

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