Optimization

imGuaimGua Member Posts: 1,089
edited November -1 in Working with GS (Mac)
I have a simple scene with 3 images, and almost no rules. Why does it only 50 FPS on my iPod Touch 2G?

http://i.piccy.info/i5/50/79/1387950/scene.jpg

Comments

  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    What are the pixel sizes of the images?

    Ace
  • creativeappscreativeapps Member Posts: 1,770
    for 32x32 size image i am setting resolution 320 in photoshop. I am facing this type of problem. So resolution is playing a role for 50 FPS???
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Resolution HAS to be 72 DPi

    Ace
  • imGuaimGua Member Posts: 1,089
    mynameisace said:
    What are the pixel sizes of the images?

    Ace

    960x640
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    For a start, I'd try to cut down on big images like that, the buttons could be one image with text boxes over them (just make sure they obey the powers of 2 rule), what are the rules that are on them?

    Ace
  • imGuaimGua Member Posts: 1,089
    It's just a scene for the test. I have noticed low fps on other scene, and start deleting actors, but it, wont help. Then I load this simple scene. And BAM 50 FPS. I just want to understand why it's not 60. 3 big images with no game logic\rules could so lower the performance?
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Check the d.p.i. on the images. Like Ace said, they HAVE to be 72dpi or it will slow it down. And each actor is about the size of the iPhone screen, just resized in GameSalad, so you really should bring those dimensions down to no more than twice of the size you want them to be, that way they will be ready for "Resolution Independence" so they will work on both iPhone 4 and previous generations of iPhone.
  • imGuaimGua Member Posts: 1,089
    SlickZero said:
    Check the d.p.i. on the images. Like Ace said, they HAVE to be 72dpi or it will slow it down. And each actor is about the size of the iPhone screen, just resized in GameSalad, so you really should bring those dimensions down to no more than twice of the size you want them to be, that way they will be ready for "Resolution Independence" so they will work on both iPhone 4 and previous generations of iPhone.

    1. They all 72dpi.
    2. I'm using Resolution Independence. Pictures resolution is 960x640. GameSalad Size is 480x320.
  • quantumsheepquantumsheep Member Posts: 8,188
    imGua said:
    1. They all 72dpi.
    2. I'm using Resolution Independence. Pictures resolution is 960x640. GameSalad Size is 480x320.

    Resolution Independence, as far as I know (and correct me someone if I'm wrong) doesn't kick in till you do an adhoc build/publish to the store.

    Effectively, it makes smaller images of your *big* images, and uses them for non-retina displays.

    Having it 'on' now, and testing on a 2G device, will mean that your 2G device is actually using the *big* images. That's probably why your fps are taking a hit.

    Hope that helps.

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    Good find QS, I wasn't aware of that!

    Ace
  • imGuaimGua Member Posts: 1,089
    quantumsheep said:
    Resolution Independence, as far as I know (and correct me someone if I'm wrong) doesn't kick in till you do an adhoc build/publish to the store.

    Effectively, it makes smaller images of your *big* images, and uses them for non-retina displays.

    Having it 'on' now, and testing on a 2G device, will mean that your 2G device is actually using the *big* images. That's probably why your fps are taking a hit.

    Hope that helps.

    QS :D

    So there is no way to test performance on the old device if graphics is made for ratina?
  • Rob2Rob2 Member Posts: 2,402
    Have you seen what performance is with an empty/simple project. Just load a single blank actor into the viewer to get an idea of maximum engine fps on a 2g touch.
  • imGuaimGua Member Posts: 1,089
    Rob2 said:
    Have you seen what performance is with an empty/simple project. Just load a single blank actor into the viewer to get an idea of maximum engine fps on a 2g touch.

    Thats so random...
  • Rob2Rob2 Member Posts: 2,402
    eh? :) Maybe a 2g touch can't manage more than 50fps...

    edit: with the latest GS engine
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