Any reason why updating text drops frame rate?

Hi all,

Just wondering if anyone can help me with drops in frame rate when I update text in my game. I am using a collision event that when triggered updates a text object with the new score (among other things). It seems as if the updating of the text drops the frame rate.

In the simulator and on an iPhone 3GS the drop is only about 2 frames and it not that noticeable. However, when testing on an iPod touch 2nd gen the drop is about 5 or 6 frames and causes a slight lag everything the text updates.

When I comment out the line that updates the text my frame rate stays consistent at 30 fps on all devices. Anyone know why this is happening and what I could possibly do to help with support for older devices for this issue.

Thanks in advance,

-Clark [import]uid: 5786 topic_id: 5828 reply_id: 305828[/import]

+1 on this issue!

I have a similar scenario, where upon a collision (i.e. player picks up an object) a little text object (floating score display) appears at that location. I have this object fade out to alpha=0, but even if I don’t, I get a 5 FPS drop instantly on iPod Touch 2nd Gen, as Clark reports.

5 FPS is not a killer drop, and obviously the 2nd Gen iPod isn’t the newest and fastest mobile device these days. Still, if displaying text seems to be fairly processor-intensive in Corona, it’s something to be mildly concerned about. [import]uid: 9747 topic_id: 5828 reply_id: 20031[/import]

yep that is almost exactly what I am doing as well. I read somewhere on here that there is a technique to use images to display the score and it performs better but not sure if it is really worth it.

I would like to know the percentages on how many of these older devices are really being used. Like you said 5 FPS isn’t terrible, but mildly annoying since with my game the score updates very often.
[import]uid: 5786 topic_id: 5828 reply_id: 20074[/import]