So I have been trying to minimize my memory usage.
Essentially, I have two large background images that are used for a scrolling background. This is what I am using for my tests. This question is for general image content and other resources.
On an Android device:
Now, if I take those same images and use MonoGame Pipeline to build them to .xnb files.
I also can not figure out how to get PvrCompression to work with MonoGame Pipeline. I am using "Color" texture format because anything else looks really bad.
The documentation for MonoGame Pipeline makes Xamarin CocosSharp documentation look like the Encyclopedia Britannica.
I have also been trying to compress my images with TexturePacker, but this is a whole other thing.
So a few questions.
1) My tests seem totally counter intuitive. Am I doing something wrong?
2) Is there somewhere where I can find information on best practices for CocosSharp content and MonoGame Pipeline usage?
If anyone can shed some light on all of this, I will write something up for the community. Seems like the CocosSharp resources and reference are really lacking.