I've been working on my game for quite some time with a targeted Windows platform release. I have kept mobile in mind though, and made my UI both mobile and PC friendly. So, I tested my game for the first time in a year on a Note 4 Andrpid device...and it runs HORRIBLY. Specifically my cut scenes that involve dialogue, faux particle generation, and a lot of opacity functions on ny actors. On a windows build it runs flawlessly, but android is choking on it. My game is a 1x scale with no filtering, and I try to keep actor scales from 32x32 to 64x64. What can I do to improve performance? I have a theory that 1x scale and no filtering is not taking advantage of hardware graphics rendering, and it is purely rendered from cpu. Is that possible? Should I scale smaller actors (maybe 8x8 pixels or smaller) for particles?