The strangest thing:
I've been doing some tests recently - converting my game assets from compressed ATF (-r option) to uncompressed ATF - as a workaround for Adobe's ATF artifacts bug:
I've tested loading time using Starling's assets manager (AssetManager.loadQueue) and uncompressed ATF loads much faster (twice as fast) than compressed ATF - as expected (no need to decompress textures on the GPU).
But using uncompressed ATF in my game, tested on a Samsung Galaxy SII - results in worse user experience than using compressed ATF: lags, frame dropping etc, as if the CPU/GPU is working harder...
It is important to mention that I constantly loading images during game-play, waiting for them to load, and displaying them (a point-and-click adventure game).
Can someone explain this?