Does low framerate in the simulator always mean the app will run slow on device?

Hi!

I’m porting a tilebased game that uses really really really lots of tiles. While I have realized that I have to scale it down in order to work at all on mobile devices I would like to know if poor performance in the simulator always result in poor performance on device.

regards
info583 [import]uid: 129450 topic_id: 23619 reply_id: 323619[/import]

In my experience the simulator always outperforms devices, so if that is struggling the device will even more so. Obviously though check you have no other CPU or GPU intensive tasks running on your mac/pc that may be slowing down the simulator.

[import]uid: 93133 topic_id: 23619 reply_id: 94748[/import]

I found out one exception to this rule just the other day, where simulator suddenly started to stutter and rhytmically drop frame rate to about …well… one frame per second, while the device worked at 50-60fps.
I thought it was the issue with recently installed OSX Lion, but actually the reason for performance drop in simulator is using a streaming sound in a certain MP3 format (don’t remember which one I used). There is a forum topic on the best audio formats to use.

Just wanted to chip in one experience where device performed way better than corona simulator.

XCode simulator, on the other hand, is regularly 5-10 times slower than the actual device whenever a demanding OpenGL operations take place. [import]uid: 80100 topic_id: 23619 reply_id: 94751[/import]

Thanks for the answers, seems then that I will have to scale down the game more than I thought. [import]uid: 129450 topic_id: 23619 reply_id: 94760[/import]

In my experience iPad outperforms both Xcode simulator and Corona simulator. Xcode simulator seems much slower than Corona simulator. IPad retina simulator is extremely slow on my Macbook Air. [import]uid: 13507 topic_id: 23619 reply_id: 94766[/import]