(It's still faster under HTTP/1.1 to concatenate because of the overhead of making multiple HTTP requests and the parallelization limit, but one of the perf gains of HTTP2 is that since extra requests are cheap caches can be targeted and granular. Changes to a single script won't necessitate redownloading a giant concatenated bundle — you only need to download the single script that got updated.)
Further, if any image on the sprite sheet is currently visible, the entire sprite sheet must remain in memory, when otherwise the browser could free the memory of all the non- visible images. And it may sometimes be necessary to use a much more expensive drawing path when drawing sprites to ensure that pixels from one image don't bleed into another image.
These negative effects will be felt most severely on resource-constrained mobile devices, where it matters most.
One should always measure when making decisions about performance, but in an HTTP2 world my recommendation would be to avoid sprites in most cases.
Also, most if not all browsers use GPU to render web pages. And spriting actually comes from gamedev/GPU world [1], where many textures are baked/combined into a big one because it's efficient from performance/memory layout POV.
A final thought, what about server IO becoming a bottleneck when it needs to read hundreds of small files from disk for each request?
Browsers generally use the GPU for compositing web pages, but the CPU still generally does most of the rendering, and that frequently includes at least some of the image rendering. That's not actually relevant, though. The problem is bleeding; see here [1] for an example of someone encountering it in a gamedev context.
So how do you solve bleeding? If you read the answer to that Stack Overflow question, you'll see that it involves correctly setting up the data in the texture to avoid the issue. The problem is that browsers cannot assume that you've done that. The workaround depends on which graphics backend (OpenGL, D2D, etc.) is in use, but it can sometimes involve making a temporary copy of the region of the texture you're going to draw, which is obviously expensive.
As for server IO being slowed down by reading hundreds of small files from disk, I'd expect a properly configured server to be serving those files from memory, either explicitly or implicitly through the OS's filesystem cache.
[1] http://stackoverflow.com/questions/7894802/opengl-texture-at...
I welcome HTTP2 but I'm not too sure on the timeline for rollout and if it will end up being an "IE6"-type thorn in my side. Even if we are split 50-50 between HTTP1 and HTTP2 it sounds like the best approach is keep doing what you are doing... Either way I don't think sprites/concating/minifying is going anywhere anytime soon.
I agree that the existing approaches are very much valid though, but I also look forward to not having to concatenate javascript files anymore. We've developed a lot of tooling to work around issues that stem from that, and it doesn't address the problem of needing a varying set of javascript files on a per-page basis easily.
Or, as I like to put it: "Birds of a feather compress better together."
- A sprite tends to have fewer bytes than separate images, because of image format overhead and better compression when combining similar things.
- The same may be true for zipped CSS/JS.
- What about CSS/JS/image parsing overhead?
- Even though HTTP2's request overhead is substantially less than HTTP1, fewer HTTP requests shouldn't make your site slower.
So the best practices will be outdated. Harmful? Not so sure.