question : what gives the biggest frame rate hit
Sparkyidr
Member Posts: 2,033
Just wondering...
In everyone's experience so far, what sor of stuff gives the biggest frame rate hits.
I'm currently going through my game trying to squeeze a few more fps out of it. (plays at around 40fps on 3gs)
I don't really have a lot going on
A player moving with the accelerometer(or keys) and a particles actor that constrains to it's x/y
An actor that spawns enemies at timed intervals
An actor that spawns bonuses at random timed intervals
A home, music on/off and pause button (pause stops all movements, and spawns a pause screen)
A background non moving image, and a music file that plays
And that's it.
In my n00b brain, that doesn't feel very complex.
So anyways..
I have been removing/tweaking things to eek some more fps out of it.
I thought maybe the spawning was causing that 20frames drop.. so as a test removed both spawners from my scene.. but still averaged around 40 frames.
I then tried reducing the particle numbers on my player particle...but still 40 ish
Tried not having the music.. still around 40
I then removed my player object from the scene.....and that's where the 20 fps are going.
I guess it makes sense, as that's the object with probably the most rules attached to it.
Just wondered what everyone elses experiences were...
And also, the same with load times. I'm assuming graphics and sound give the biggest hit there?
In everyone's experience so far, what sor of stuff gives the biggest frame rate hits.
I'm currently going through my game trying to squeeze a few more fps out of it. (plays at around 40fps on 3gs)
I don't really have a lot going on
A player moving with the accelerometer(or keys) and a particles actor that constrains to it's x/y
An actor that spawns enemies at timed intervals
An actor that spawns bonuses at random timed intervals
A home, music on/off and pause button (pause stops all movements, and spawns a pause screen)
A background non moving image, and a music file that plays
And that's it.
In my n00b brain, that doesn't feel very complex.
So anyways..
I have been removing/tweaking things to eek some more fps out of it.
I thought maybe the spawning was causing that 20frames drop.. so as a test removed both spawners from my scene.. but still averaged around 40 frames.
I then tried reducing the particle numbers on my player particle...but still 40 ish
Tried not having the music.. still around 40
I then removed my player object from the scene.....and that's where the 20 fps are going.
I guess it makes sense, as that's the object with probably the most rules attached to it.
Just wondered what everyone elses experiences were...
And also, the same with load times. I'm assuming graphics and sound give the biggest hit there?
Comments
I had an actor that was constrained to the player, spewing out particles in such a way as to look like a faded trail behind you.
Deleted that actor, and bam, 60fps
but it doesn't look as "cool" )
@TinyMonster - That is a great tip!
not sure how accurate it is, but when you first send a GS file to the viewer on your phone, the mac window shows an fps readout in the top left.
How does it play. Can have killer FPS but lag here and there and kill the game I.E the sound example i mentioned. Those were killing me when i played but my reported FPS was great.
1. Since Fps is only a snapshot how accurate can it really be (IMO)
2. All devices are diff so what is on the viewer wont be the same on the devices anyways
3. Cant assume if its fine on a gen 1 device its fine on the newer ones. True for the most part but oddly i had one demo work fine on my gen 1 touch but crappy on my 3Gs
I cant say this enough TEST on ALL devices.
Tip: You can pick up an gen 1 3g with a crack on the screen on ebay for really cheap these days.
I got new touch for for under 100 bucks and an older touch for only around 30
Both have a small crack but work awesome.
Seems alot of people do have a new device but just not an old one to test on.
Luckily I got a 3gs and 3g from my last job (thank god)