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14. Hardware Acceleration > The Display List

The Display List

The structure of your display list is fundamental in this process for three reasons: memory consumption, tree traversal, and node hierarchy.

Memory Consumption

Memory consumption is the trade-off for better performance in GPU rendering because every off-screen bitmap uses memory. At the same time, mobile development implies less GPU memory caching and RAM.

To get a sense of the memory allocated, you can use the following formula:

// 4 bytes are required to store a single 32 bit pixel
// width and height of the tile created
// anti-aliasing defaults to high or 4 in Android
4 * width * height * anti-aliasFactor

A 10 × 10 image represents 1600 bytes

Be vigilant about saving memory in other areas.


  

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