Low FPS / 1 Minute Load but everything optimized

Any suggestions would be most helpful!

thought I would try to give the most info I can without pasting all of the code in..

Problems: Low FPS, but gets better as game runs, and each time it resets. 1 minute loading time.

The game is fully optimized using all tips tricks I could find to a T.. all images /4, and all preloads are off. After 3 days of optimization the game isn't running much better at all. I have looked at all of the code, turned off the most complicated parts, and basic game function but doesn't seem to help. Ran deep blue optimizer, imageoptim, etc.. all ok.

-1 scene
-60 game attributes, 0 scene (all attributes eventually to be recycled among more scenes)
-70 actors interpolate postions 1.5 seconds apart & all < 128 pixels
-64 other actors have 2 image animations, each called on in succession, every second, then destroyed after
-all actor positions in tables
-30 constrains
-30 different 1.5 second sounds, + background music
-170 actors total
-17.1 mb ad hoc file, 4mb of images, 2mb of music, 11mb GS file


If someone may be able to help me figure out if any combinations of these things could be causing these problems, or if I'm trying to do too much in one scene.. Thanks so much for your help in advance.


Comments

  • famekraftsfamekrafts Member, BASIC Posts: 834
    Are you spawning any actor? I have 60 stages till now and my loading takes 5 secs max. I am not using tables and over 100 actors in final stages. The lag is there and it happens because of spawning. I am just spawning one actor and that causes lag in the start of the scenes. This is also happening only at the end scenes and not the starting scenes. My file size is over 90 mb.
  • famekraftsfamekrafts Member, BASIC Posts: 834
    edited November 2012
    Do now spawn and destroy, simply constrain and interpolate. You might have to change the whole game but it will solve the major loading problem. Lag is temperory, many times it never lags also.
  • kidwithoutradiokidwithoutradio Member Posts: 56
    i don't spawn anything its all interpolated or changed. i destroy actors because it was under the optimization tips..
  • kidwithoutradiokidwithoutradio Member Posts: 56
    anyone else have suggestions?
  • ElfizmElfizm Member Posts: 489
    @kidwithoutradio
    Well, I recently asked a question about how many actors I could use on a screen, 700 was the number i was looking for, but it turns out even a hundred is pushing your luck in terms of your app crashing, according to others. I haven't personally tested any games on devices ect so I dont know for sure.

    But what you said is that some actors are called in when you win ect but then they are destroyed. So how do you bring them back? Do you use restart scene?

    But here are some recommendations that I has to imply into my on going game. I use to use many actors to make a special effect. But then noticed, why not jut make an animation for this. That way it's only one actor using so many images in a few rules.

    But instead of destroying them, I heard that just placing them off to the side would help or be better but I could be wrong.

    So I don't have too much experience on this but thought I might share what i have been told. But whether or not it's useful is a different story :)

    Good luck with it all

    Elfizm
  • LooseMooseLooseMoose Member Posts: 224
    edited November 2012
    That looks like a lot of constraints which could slow things down. Is it possible for you to unlock your actors and replace those constraints with rules by accessing layers > background > actor positions etc.? Not sure what you are constraining so can't give any specific example sorry.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yes 30 external constrains will create lots of lag. If those external links are for spawned actors then scene linking is out unless you start them off scene. But if they are on scene use @kyukon suggests. Most likely, you say you optimized but your code may just be too big and you need more understanding of creating streamlined logic.
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    One issue that I have had is overlapping actors causing FPS drop. I solved this by combining a lot of things together and tiling them in my scene. Also I test all the time and the newer iPhones are better at handling everything so maintain 60 FPS while the 4 does not. I am not sure what platform you are developing for either.

    One thing is the number of actors you say? 170 in one scene? Sounds way too much.
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