Think about what the static background actually is. It's probably either an image (which is already just a static GL texture, no need to cache your bitmap in another bitmap), or it's something like a round rect which can actually be rendered faster than sampling from a texture (since it's a simple quad + a simple pixel shader - no texture fetches slowing things down). In such a scenario a GPU layer just ends up making things slower and uses more RAM.
Really? As so often, there was a lot of talk about doing that beforehand, and it wasn’t discussed at all later on, so I had assumed that this had been done. Interesting that this didn’t happen.
What’d be the reason for that? Animating objects on a static background seems a prime case for GPU layers. Or was it the issue with the framebuffer sizes being too huge again?