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Unlike previous efforts this implementation does not use one big ByteArray but switch between ByteArray
only for each ByteArray which is bigger than ApplicationDomain.MIN_DOMAIN_MEMORY_LENGTH(1024 bytes). There is no memory fragmentation because the largest allocation is the size of the max batch length. Context3d createVertexBuffer limit batch size to 65535 vertices and 256 byte per vertex, which is 16.77696 megabyte.
There is no (significant) impact on memory.
Apps which use high poly count will benefit, such as apps that use particle system.
I made a branch of the Particle System which make use of this update.
https://github.com/HaimZik/Starling-Extension-Particle-System
An performance analysis.
https://forum.starling-framework.org/d/21731-made-starling-use-domain-memory