Of course optimizations like the one in the article you mentioned can improve the performance of a game. Such topics are interesting to us and might be up for discussion for future versions of V-Play. In the past, we didn’t hear about troubles with the current way of image rendering. So you shouldn’t worry too much about over-optimizing your game as long as you don’t have performance issues.
There are a some features of V-Play that can also help you in terms of memory usage:
1) Take advantage of dynamic image swapping capabilities of our components, e.g. the MultiResolutionImage. Older devices with smaller screen resolutions will use the smaller version of your images. More powerful devices with a better screen resolution will use the hd image versions.
2) We recently also added TexturePacker support again. The TexturePacker combines multiple images within a single texture file in a way that minimizes paddings at the border of your sprites. You can display sprites based on such sprite sheets for example with the TexturePackerAnimatedSpriteVPlay component.
You can also have a look at this post for an introduction: How to use TexturePacker