Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by dwightdoane

Im using just ejecta and three.js

Testing on my iPhone 4S on ios 6.1 the frame rate is fast and consistent.
But testing on my ipod touch 4g on ios 5.1.1 the frame rate is slower and jumpier.

Im drawing about 30 objects on screen and moving them around
Event cutting that in half has no change in frame rate.

Could it be ejecta, iOS 6 vs ios 5 or is the iPod just that slow?

these are the only iOS devices i have to test on.

1 decade ago by Joncom

I'm not certain, but isn't the 4S a more powerful device? That would easily account for the frame rate differences.

1 decade ago by dwightdoane

Quote from Joncom
I'm not certain, but isn't the 4S a more powerful device? That would easily account for the frame rate differences.


its a bit more powerful.
iTouch has the same or similar internals as the iphone 3gs
256gb ram and the A4 chip
iPhone 4S has A5 chip and 512mb ram and a bumped up gpu.

I was just surprised at how drastic the difference is and was wondering if anyone else had similar issues.
Its just frustrating when moving objects is framerate dependent, and having jagged and rough frames makes it borderline unplayable.
I'll try to optimize, test more and if worse comes to worse i'll make it require specific devices.
Which would be unfortunate, since thats quite a few devices it couldn't get installed on.
Beggars can't be choosers.

Will update post if I come across anything useful.

1 decade ago by vincentpiel

Do you have a clue of where the time is spent ?
Is it the update part or the draw ?
because if it is the draw, there's almost nothing you can do.

You should hook an update and a draw time measure inside the run method, and have them displayed on screen by yourself, since testing in debug mode changes too much the performances to conclude anything.

If it is the draw part, in fact the only thing you can do is to use vector graphics on ipod or like, since they are much faster on those devices (in native mode - i don't know how ejecta behaves -), and use a cached version (cached inside a canvas) for the browser and/or devices having fast putImage.

It is much faster said than done...

The fact that using half the number of objects doesn't change a thing makes me fear that it is indeed the draw which is slow.... :-/

1 decade ago by dwightdoane

Drawing and updating 10 objects on my iPod is as equivalent to drawing 100 objects on my iPhone.

According to xcode my iphone is running at 30fps with 100 objects.
50 objects brings it down to 50fps which is still playable.
I can't get fps from my ipod since its on iOS 5 and i believe xcode requires ios 6

And thats just game obstacles.
I still have to draw the gui, which I'm sure isn't going to help.
More on that here

I wish i had an iphone 4 and ipads to test on as well.
But for now it looks like i'm stuck.

1 decade ago by dwightdoane

Quote from dwightdoane
Drawing and updating 10 objects on my iPod is as equivalent to drawing 100 objects on my iPhone.

According to xcode my iphone is running at 30fps with 100 objects.
50 objects brings it down to 50fps which is still playable.
I can't get fps from my ipod since its on iOS 5 and i believe xcode requires ios 6

And thats just game obstacles.
I still have to draw the gui, which I'm sure isn't going to help.
More on that here

I wish i had an iphone 4 and ipads to test on as well.
But for now it looks like i'm stuck.



Well, one thing that helped was to scale everything down, distances, size of objects etc.
Bumped up the fps a little bit, but still obviously slow
Page 1 of 1
« first « previous next › last »