I know several possible solving of problem, and all of them has bottleneck on engile side.
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Replace RGBA textures with RGB, and one more RGB texture can use R, G and B channel as alpha for three different texture. Small shader, and it can work, but:
- defold can’t use two textures in material -
Polygonal sprites (can use with point 1, and help to make better compressin sprites with alpha) - I told about it here.
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And, of cource, assets streaming.
All this features “must have” for any 2d engine because every 2d game use too many sprites with alpha chanel, and every big game will be have a memory problem.