btw i only show interstitial ads
I am also interested about this. I was wondering if dropping the fps to 30 (instead of 60 fps) would help a little?
Thanks.
Mo
By the way, can one of you CoronaLabs guys please look at and reply to my post here, because this is a cruicial functionalityhttp://forums.coronalabs.com/topic/45130-coronalabs-please-look-prevent-admob-interstitial-to-fire-mid-game/thank you
also experiencing this in my latest app… hope you guys get can this fixed soon
Hi all,
Thanks for the continued input. We just tried running a basic sample on the newer Nexus 7 and we didn’t see any issues. So, to start getting this issue more “focused”, we’re going to need more help from you, including:
-
A basic sample project, if you can submit one.
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The specific devices that it’s occurring on (and please be as specific as possible).
Regarding #2, thanks to those who have already mentioned which devices. So far we have:
— HTC One
— Samsung Galaxy Duo
— Nexus 7 (but which one, early or late?)
— Samsung Galaxy Nexus (is this a specific model? There are just so many Android phones…)
Any iOS devices at all? Or is this entirely happening on Android devices?
Thanks
Brent
I saw this on a Sony Xperia Z. It slows the game down every time the ad cycles, its like everything slows down for a short period and then speeds up again.
I dont have a sample for this, but the game is out on google play: https://play.google.com/store/apps/details?id=com.borgb.flimsy
I will try and get a hold of others to try it out on other devices as well. With this game I have only tried iAds on iphone and there is no issue on the 4s at least, but only tried with test ads since its not yet out on the appstore. I have a game with similar scrolling and such, but there is no problem with this on iphone and admob.
One thing I did different was using 60fps on the new game and 30fps on the other game… could that be a issue?
After some testing, it seems that iOS is slightly less compromised by adMob (text)banner cycles. Samsung Galaxy S4 shows immediate framedrops, while iPhone4S and iPad2 have a less significant framedrop, but it’s there nevertheless.
iAds seems to be better. Revmob has no issues, but they don’t cycle (atm). In my code the banner is loaded in the menu screen and displayed throughout the game. Not reloaded per level for instance.
And i agree with ‘editor’ his experiences. Some ads show ok *mostly graphical banners*, while text banners with vertical effect causes the most framedrop.
Rob, If it’s handy I’m willing to hand over my complete app which has the issues, if you still need it.
It’s just a flappy bird clone so nothing exciting there. I would be very happy if the issues can be resolved quickly.
Started experiencing this today. It creates a very heavy lag when the ad gets loaded initially and then every time it cycles.
ok, so had some others trying it out as well and it happens on the other game too on Android. This is on samsung s4 and galaxy tab 8.9. But on iOS these games only lags slightly just when the ad loads and then its fine. So the issue seems to be on Android.
yea, from my experiences its pretty much whenever anything gets pushed to the banner, so if you’re banner happens to be displaying a static image ad and only refreshes say every 120 sec (max setting on admob) or doesn’t refresh like on revmob, then it’s generally less noticeable, BUT in the case of admob’s backfilled google text ads, it cycles almost every few seconds and renders the game impossible to play.
This is such a deal breaker, I’m not sure if I’m renewing my membership when it expires in a couple weeks… This is making android virtually profit-less on a freemium model, so I might as well just code natively for iOS…
Really hoping more devs cry out about this issue so we can get some turnaround or something.
Just curious, am I right in saying that everyone else is complaining about banner ads? My complaint is with interstitials. My experience is that once an admob interstitial ad is shown, down goes the fps for a seemingly random period of time which can be just a few seconds or seemingly ongoing until i quit and restart the app.
Yea I haven’t noticed anything horrendous with my interstitials, though I’ve only really used Chartboost and they’re always being shown at game end or some other static point in the app. I do think a scene change usually happens afterwards so i don’t know if that inherently is cleaning some things up for me or not, but I guess its worth a shot for you.
Is there a Bug report for this that I can look at?
Rob, can you please look at this and get someone to answer me, ITS CRUICIAL FOR ALL CORONA USERS!
thank you
The samsung galaxy nexus is the name of the actual phone. I don’t have a sample project for you illustrating the issue… maybe I’ll be able to get something basic going from one of the corona sample physics apps…
is there anyone else that notices a fps drop after showing admob interstitials? Maybe this can give the techs a better clue where the problem lies Rob?
You guys are welcome to try my Android version of Feather on Google Play, I was testing the app with the 2013 Nexus 7 on KitKat 4.4.2 and it lagged noticeably enough that I updated the metadata to ‘recommend purchasing the in-app unlock to remove the ads.’
A live app wiithout source code doesn’t help the developers unfortunately.
I don’t know about interstitials… I started this topic for admob banner ads as I have never used interstials yet.
@editor; I’m also only using banner ads, no interstitials. But I do think that Google changing Admob’s SDK to google play integrated code seems to have something to do with it. I’m also experiencing slowdowns when I integrate Google Play services (when loading the game, google game play service icon apears, slows down the FPS tremendously). So I’ve removed it from the production version.
See also another user with a similar error:
Update:
I’ve just tried an interstitial banner, it loads up very slow, loss of framerate indeed. But that’s probably because I load it up between scene transitions?