Has Pause in 0.9.2 Effected Performance

JelJel Member Posts: 319
edited November -1 in Working with GS (Mac)
I recently tried updating one of my iPad apps that has some fairly hi res images but it crashed constantly but in 0.9 it would run smoothly.

Is this due to pause or some other change. Whatever the reason it needs to be fixed.

Comments

  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I have noticed a dip in performance since the latest release when A-Bing with the same game

    Ace
  • PhoticsPhotics Member Posts: 4,172
    I think that the Pause Scene behavior has increased performance. The loading times are shorter. With BOT, it's much faster to change scenes. The equipment menu, which is one of the most awesome things I've ever made with GameSalad, works great.

    Heh, I don't recommend using it twice in a row though. That's like crossing the streams in Ghostbusters.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Oh, scene loading is better, I've noticed a FPS drop

    Ace
  • PhoticsPhotics Member Posts: 4,172
    I don't know. I'm throwing some crazy stuff into BOT and it's running at 60 FPS. Sometimes it averages around 58, but I added special effects on one scene... with lots of animation.

    I'm so happy with GameSalad performance right now. For the first time I feel that I'm the only limitation. GameSalad is doing everything I want. Even Game Center is on the way.

    Here's something that you might want to look out for...

    http://gamesalad.com/forums/topic.php?id=15896

    For the March 8, 2011 progress report, I wrote about a severe drop in performance. That's because I accidentally used a pause scene behavior instead of a change scene behavior.

    One of the reasons my game is taking so long is the work I do on maintaining performance. Powers of 2, physics control, organizing behaviors, eliminating unnecessary logic... it's stuff covered in the Textbook.

    Sometimes adding something bad to your game can cause a drop in performance.

    Is this an unedited file, with good record of frame rates from before and after? When does the slowdown occur?
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    I don't have any pause functions in the game, I just see that with the GS viewer, my frame rate is between 2 and 5 FPS lower on older devices in the new build than the last. Both run at 60 FPS on iPhone 4. Exactly the same project file. I work in powers of 2 and use no spawns and destroy, game has been in development for 3 months, 9 hours a day Monday-Friday; spent 150 hours on artwork alone, making sure all the artwork fits perfectly in GS's image containers, test play-through's will be finished today.

    Ace
  • PhoticsPhotics Member Posts: 4,172
    Do you use the interpolate behavior?

    Commove broke on me, with a recent GameSalad update. I'm thinking it might be the Interpolate behavior.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Yeah, I use interpolate on a few attributes. All the interpolate's seem to be firing up fine, all the tests so far with AdHoc builds seem to be really stable with only noticeable dip in the 3G, performance wise. Seriously thinking of only letting it be released for the Arm 7 processor. Even Angry Birds runs like a bitch on 3G's now, all the optimising in the world isn't going to make it as smooth as it needs to be. It would have helped if tiled graphics worked but ah well, replicate is serving it's purpose as much as possible.

    Ace
  • PhoticsPhotics Member Posts: 4,172
    I read something interesting recently...

    90% of iOS devices run iOS 4.0
    http://www.9to5mac.com/47661/developer-stats-say-90-of-ios-device-users-run-ios-4-x/

    Do you need an ARM7 for that?

    My cutoff point is an iPod Touch Second Generation. That's because it's Apple's cutoff point for Game Center.

    http://www.apple.com/game-center/

    But unfortunately, I think that's not ARM7.
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Off the top of my head, I think it's the new 4.3 that requires ARM7. Apple have stopped supporting ARM6 devices now, so if it's good enough for Apple, it's good enough for me haha.

    How is BOT coming along? You got lots left to do?

    Ace
  • JelJel Member Posts: 319
    I'm not sure exactly what is causing the different in performance but my app was rejected by Apple because of crashing. I made absolutely no changes to the app itself (Keep Calm HD) from 0.9.0 the only change I made was the custom splash on publishing.

    After testing it GS Viewer 0.9.2 it was unbelievable the how much the slow down was and it would crash constantly. There's no Interpolate or Pausing in the app just some hi res images really.
  • PhoticsPhotics Member Posts: 4,172
    Maybe send a copy of the template to GameSalad so they can see what's going on.
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