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Caching is an effective bridge between preallocation and memory constraints. In general, though, the technique can
create some hitching in your frame rate. Effectively, the cost of caching a tile is mitigated over the number of frames in
which it's reused, so you may get spikes of batches of draw calls when a frame is first visible and has to be filled.
Conclusion
In this chapter, I've discussed how to address performance issues that result from the rendering of static map content.
Reducing the number of draws per frame is ideal for every situation as a means of keeping frame rate consistent.
Nevertheless, one must be mindful of the memory issues involved with precaching too much information. As with
most techniques, the best solution is to profile your application across many devices and determine what the right
configuration is for your end user's experience.
 
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