Performance Decrease on iPhone4 device..

johnjungjohnjung Member Posts: 25
edited August 2013 in Working with GS (Mac)
Hi, I made a game called 'Rocket Rabbit'
https://itunes.apple.com/us/app/rocket-rabbit-chasing-aurora/id680575521?mt=8

And have some problem.
It's getting slower in iPhone4 device.
I couldn't find a reason. Please help me.

I guess problem is many actors in the screen like this image.
https://www.dropbox.com/s/iq0hvhs1gunkqsw/Screen Shot 2013-08-08 at 11.04.01 PM.png

should I uncheck 'Preload Art' & 'Visible' & 'Movable' for all attribute actors??

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited August 2013
    Remember each device has a different processor. Which will make performance different based on the device. iPhone 4 is a 1Ghz single processor. Here is the breakdown.

    iPhone 4 1Ghz single Cortex A8

    iPhone 4s 1Ghz Duel Core Cortex A9

    iPad 2 1 Ghz Duel Core Cortex A9

    iPhone 5 1.3 Ghz Duel Core A6

    So you can see that the iPhone 4 is a single core processor that's half the power of an iPhone 4s, iPad and such. That is why performance is slow. Always build and test your game on the lowest speed device you want it to run on. Frankly I could care less about the 4 as it's about to be three generations behind in a few months.
  • TheGabfatherTheGabfather Member Posts: 633
    In terms of processing power, the iPhone 4 is considerably weaker compared to both the iPhone 4S and the iPhone 5. The amount of RAM on the device has also been doubled for the iPhone 5.

    So naturally, heavy weight games that perform well enough on the 4S or 5 model might be too much for an iPhone 4. There are ways to optimise your code for resource consumption efficiency so users of older phone models will get a boost in performance. Even a +5fps is a big thing.

    And yes, if those are hidden Actors that act as "Event Listeners," then that might be too much for the iPhone 4 (or 4S, even) to handle. I'd like to think that with that many Actors, there ought to be areas in your game play and code implementation that can still be optimised.
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