Looking at max channel infos, on a 8066 vertices sphere mesh. mesh : 419kb vsel : 32kb (don't know what this is) alpha : 193kb illum : 193kb vc : 774kb map: 294kb so alpha+illum+vc = 1.13Mb total : 1.86Mb More than half of the model weight is dedicated to the vertex color and alpha, so maybe that's what they mean by heavy.
I always thought the info was aways stored in the vertices no mater what, they where just set to 0.0.0 and 100% opacity alpha as default. Is that wrong? so basically, the heavy part of it all, is having big translucent gradients trough out the game, even if the mesh is just a simple rectangle (2 triangles)? because that it…
Well you shouldn't be doing it, your programmers should be :) They will run the app on the phone and connect it to their profiling tools on their Macs. If it's running *slow* then they shouldn't be looking at vertex colours because that's going to reduce *memory*. Caching means there's a link between memory and speed, but…