I have tried using both ways...
- adding the .png file on the cache with SpriteFrameCache..
- adding .plist with spritebatchnode adding the correspoding .png file, I didnt see any performance difference.
In my test I keep adding and adding objects with the same image.. in this case a bullet... eventually the app crashed because it ran out of memory. Same thing happened to both situations with SpriteFrameCache and SpriteBatchNode they both dropped FPS to 30(when its supposed to be 60) and then just crashes...I understand the scenario is not real.And obviously its destiny its to crash if I just keep adding images without destroying objects that are no longer in use...but the question remains.
I saw the same performance issue, however I read that SpriteBatchNode makes only one draw call making it best performance practice. Has anyone tried and can confirm the performance difference and exactly how can you prove this performance difference in code and in the app?