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Is the Ouya strong enough for this?

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So, the demo/testing application for our (me and the team I am a part of) game  runs just fine on a modern computer with good hardware acceleration, that isn't what matters though

So, at any time the game will take up about 256MB just to store the pointers for each tile of map data, then of course a bunch more for sprite data, all in all I think our game requires ~512MB (with AI and everything)


Anyway, how many sprites can it render on screen without slowdowns following these assumptions:
The map loading, generating and assigning of tiles is all handled in a separate thread
the AI runs in a separate thread
The game is 2D



The sprites range from 64x64 to anything larger (some sprites may be as large as 1024*1024 or even 2048*2048 if the Ouya supports such large sprite) and they all have the same pixel format, namely RGBA8888

At any given time we estimate that 64+ sprites will be loaded (512 is theoretically possible with our design but incredibly unlikely, think 128 as when a lot of sprites are rendered)

So, just for a gross estimate, would the Tegra 3 be able to render about 256 (picking a number I don't think we'll ever quite reach, better plan for the unexpected than to have some nasty lag hit players in case they somehow pull it off) 512*512 sprites on screen at the same time, ignoring the other factors like AI and the such (our AI and map system requires very small amounts of system resources)


Let's assume it can handle that, what would you estimate is the very top limit for what the system can render at any given time in a 2D environment where all that matters is the size of the sprites, anything goes as long as the FPS does not go below 30 (absolutely lovely would be 60+ but 30 is the absolutely lowest we could deal with, so for a theoretical cap you should take this into account)

If it can't handle the above mentioned sprite sizes, what do you propose it can handle?

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