I am working with AndEngine for an app project and I have hit a major snag in regards to my frame rate. I have a few decently sized sprites to place on the screen, each being 512x768, and it seems that each one of these I add takes a very noticeable chunk of my FPS away. 

Even if the image being used is nothing but a blank PNG, there is an equivalent amount of loss. I have searched around and tried everything that made sense, but nothing seems to have improved it at all, and the lack of documentation for AndEngine doesn't simplify matters any. 

My only real guess at the reason is that the sprites must be entirely recreating themselves every call. I could be entirely wrong, but it's the only logical reason I can think of. Despite that, I am not sure how to stop this from happening (Still assuming it is the problem at all of course). 

The code I am using to create everything is the same as every example I've seen, so I doubt that is the problem, but just in case my sprites are setup more or less like the following :

```
        public void onLoadResources(){
            this.mTexAtlas = new BitmapTextureAtlas(1024, 1024, TextureOptions.BILINEAR_PREMULTIPLYALPHA);
            this.mTexBottom = BitmapTextureAtlasTextureRegionFactory.createFromAsset(this.mTexAtlas, this, "bottom.png", 0, 0);
            this.getEngine().getTextureManager().loadTexture(this.mTexAtlas);
        }

        public Scene onLoadScene(){
            mTexBottom = new Sprite(spriteX, spriteY, spriteWidth, spriteHeight, mTexAtlas);
            scene.attachChild(mTexBottom, childCount++);
        }

```

It's not my exact code, for clarity reasons, but that is how all of the examples I have seen look, so that's pretty much how mine looks. Oh, and the texture atlas is 1024 wide because I am putting two images on each, at least for right now.

At this point I am willing to try anything to get it going a little better, so any ideas at all would be great.