FPS - game stutter & glitches in movement

We are testing our code on Galaxy S 1 using 30 fps, we are using transtion.to to move the objects but Unfortunately the fps reaches 15 this makes the movement very bad with glitches.

we tested it using 60 fps and it looks better.
my questions

Is this know issue?
Is it only on android devices?
What is the negative impact of using 60 fps?
Is there any devices does not support this rate?

Thanks [import]uid: 79884 topic_id: 16817 reply_id: 316817[/import]

Any Help?? [import]uid: 79884 topic_id: 16817 reply_id: 63754[/import]

Have you read this thread?

http://developer.anscamobile.com/forum/2011/04/20/terrible-performance-samsung-galaxy-s-crashes-tegra-devices [import]uid: 67839 topic_id: 16817 reply_id: 63755[/import]

yes, but i didn’t find clear answers! [import]uid: 79884 topic_id: 16817 reply_id: 63765[/import]

Until you will not put physics on stage there is no problem with 60fps :slight_smile:
BTW. Android preformance sux - made few heavy graphic apps works great on iPhone 3GS/iPod 4 but have avg 10fps on HTC Desire Z and Samsung Galaxy S. [import]uid: 12704 topic_id: 16817 reply_id: 63772[/import]

Rasheed,

I agree that the link I posted doesn’t provide a clear answer. What I got from it was, updating your version of Android might help some, and using lots of transtion.to can degrade performance.

[import]uid: 67839 topic_id: 16817 reply_id: 63798[/import]

thanks elbowroomapps, transtion.to is almost the core statement of my code, what should i do :slight_smile:

gtatarkin does your apps worked on any android device in good performance? which? [import]uid: 79884 topic_id: 16817 reply_id: 63891[/import]

I think your only other option would be to write your own enterFrame function that loops through all of your objects and updates the x and y coordinates of each. That might help a little but I doubt it would get you to the performance level you are looking for. [import]uid: 67839 topic_id: 16817 reply_id: 63940[/import]

Please any help, anyone have answers to the above questions? [import]uid: 79884 topic_id: 16817 reply_id: 65016[/import]

@rasheed yes, my games works fine on HTC devices but how can I help you without more details? [import]uid: 12704 topic_id: 16817 reply_id: 65019[/import]

@rasheed i have the same question please help [import]uid: 74537 topic_id: 16817 reply_id: 65021[/import]

gtatarkin, just try to move single object toward the screen using transition, the object will stutter!! [import]uid: 79884 topic_id: 16817 reply_id: 65052[/import]

@rasheed this code sample show the stuttering problem

download

i am waiting for somebody that can give me any help about this issue …

[import]uid: 74537 topic_id: 16817 reply_id: 65055[/import]

>>just try to move single object toward the screen using transition

Never seen such behavior on any HTC model (Desire, Desire Z, Desire S or Desire HD). Games with physics work slower when iPhone 3S/4 but speed is acceptable. Don’t have Galaxy S for test but read about problems with this model and Corona builds on this forum.
BTW. Try this:
http://www.base2solutions.com/walkabout/Corona%20Tips.html [import]uid: 12704 topic_id: 16817 reply_id: 65058[/import]

rasheed and rasheed - can you check something like this?

[lua]local MarkTime = os.time()

local spawnSquare = function()
local currentSquare = display.newImage( “obj.png”, 0, display.contentHeight*.5 )
local addWidht = currentSquare.width*2

transition.to( currentSquare, { x=display.contentWidth + addWidht, time=3000 },
function() currentSquare.removeSelf() end )
– RE-MARK THE TIME
MarkTime = os.time()
end

local moveSquare = function( event )
local squareSpawnCounter = os.time() - MarkTime
– check if 3 second has passed since last spawn
if squareSpawnCounter >= 3 then
spawnSquare()
end
end

timer.performWithDelay( 3000, moveSquare, 10000 )[/lua]

added transition but without “enterFrame” event listener.

Regards [import]uid: 12704 topic_id: 16817 reply_id: 65070[/import]

i checked it but still there is glitches in the movement
you can see the drop in fps on the simulate and on the real device
add this code

local fps2 = display.newGroup()
local fps = require(“fps”)

local performance = fps.PerformanceOutput.new();
performance.group.x, performance.group.y = display.contentWidth/3, 0;
performance.alpha = 0.4; [import]uid: 79884 topic_id: 16817 reply_id: 65079[/import]

I’m i doing something wrong ? [import]uid: 79884 topic_id: 16817 reply_id: 65198[/import]