hmm this is getting weirder. Okay, so this problem doesnt affect ios build… so that’s a big collective relief for me 
on the android build though I did another check and the result is this :
- if i don’t animate my sprites (pause - stop the translation, scaling, rotation but all the sprites are still on screen) then i get my 60fps
- as soon as i continue the animation it drops to 50fps
immediately.
I commented out my gamelogic that calculate the animation (to see if that’s the cause) and just translate, rotate and scale my sprites on screen with abritary value and i got 50 fps.
If i include my gamelogic but exclude the part where the sprites translate, rotate and scale then i got 60 fps back.
This is weird, does those operations (I’m using the methods provided by display object) really that expensive?? Why when I build using 630 all is good again?
ps : i only show and animate about 50 sprites on the screen. I can give you the apk of each test to see what happened if you’re interested. I can’t believe no one ever reported this before though…
Thanks… and help pls [import]uid: 76697 topic_id: 17371 reply_id: 67608[/import]