I am not doing anything very wrong man, I am doing a fighting game with HD sprites. It's not a Tetris or a 16 bit pixel art game, it's 2D and HD. I know what I'm doing. Why are you judging without even knowing the project ?
Each character has a lot of animation frames, and that takes a lot of memory. The game has to load character1 + character2 + stage background + hud/misc texturegroups in fight, because any realtime loading is going to mess up everything, the game must not slow down.
At least admit your system is taking four times more ram that usual for each texturepage, instead of blaming me for using it. Your framework would mainly be useful for games that are heavy on graphics, because they wouldn't need to unload otherwise (except if doing a mario like platformer with ten thousands of different level skins, which I highly doubt that will even exist).
This is an example of sprite. It's only one animation of thirty or something like this. All the normal moves, special moves, roll, dash, jump and stuff take a lot of memory.
In the golden era of fighting game, developers were adding memory cartridge on CD consoles to handle the big loads of sprites. This is the most memory-consuming 2D genre.
But im not doing cinematics ...
Also, consuming half the memory, having some freeze when resizing or fullscreening and taking a bit more time to draw is less important than wasting so much ram imo.
Edited by Shamanovitch, 08 January 2016 - 10:06 AM.