Phone applications usually work stand along as long as people close there other APS but the target device is for phones.
It is not about testing on my device and then saying this is for all devices, and not everyone is lucky enough to test on a lot of devices. So there should be a standard.
Quote: "(memory available, GPU available, CPU available)"
That is also well, not so as I have a top of the line laptop with lots of ram and it plays anything, But when my programs lag on my laptop, they do not lag on my phone as some how phones are way better at handling frame rates.
But for now I am in the process of testing and so far on this laptop the limit is 156 sprites all loaded in place standing still with sprite animations before a slow down.
There needs to be a standard for others to know, or at least if there is every other code described and some with examples , it is odd how there is nothing about how many sprites each device can handle.