- Mar 5, 2013
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but I've also heard parallax maps tend to really drive the size of a project up. Would an in-game parallax mapping do the same?
Yes - in tileset mapping, every tile on a map is a single number (the number of the tile inside the tileset). You'll only need to store the 48x48 pixel colors of the tile once for as many maps as you want.
In parallax mapping, you need the color code for every pixel on every position of every map - that's 48x48 color codes per tile in the grid, or 2304 color codes for the tile that is stored in a single number in tileset mapping. Depending on how much bits your color code has and how many layers are on the tileset map the factor might be different, but with 3 layers (MV) and 24bit color (the usual color palette of parallax mapping, you don't parallax with 8Bit/256 colors) that is a size factor of more than 2000 times the memory for parallax maps as compared to tileset maps.