Maybe I’ve yelled at all my devices enough for them to fear me
Seriously, this is strange…
Maybe I’ve yelled at all my devices enough for them to fear me
Seriously, this is strange…
that and/or core animation… but basically I can tell from the app that gravity is halved… like Im playing a platformer with a baloon instead of a character
I need to yell louder!!! Cause they are laughing at me at this stage!
Its very odd… trust me… I aint missing anything… this is the performance I am getting with your build…
Can ya think of anything unique to us when using your build? Other than devices of course… but surely your 3GS would have crawled too if it was an older devices issue! Certs, profiles…? But we’re installing your provisioning profile when using testflight… and youre signing the app. .so not certs…
Could you record your results in one of the instruments and send em to me? I might see if I can spot anything…
@Richard: I did not upload a new build with the updated provisioning profiles I just updated them directly via testflightapp so that is the reason for you getting a “not signed by a dev id”
@Ingemar: I am getting the same performance issues with your build…
@Cinetek… your ok, your build worked fine,CinetekBuild
It was DemoReelSw that was a prob… but it dont matter… I can tell the performance is the same as yours anyway.
This is annoying now… Where do we go from here?
Wonder if any other devs would mind testing these builds for us? Anyone out there prepared to do a quick testflight for us!!!
Any Corona Labs Staff looking in on this??? Any chance of testing these builds???
Here’s the output from the Core Animation Instrument using CineTek’s build.
The app was run for about a minute…
@Ingemar: Would you mind to test the build on your iphone 4, too? I can see in Testflight analytics that Richard uses the same iphone 4 as me… Just to make sure that there is no error with certain iphones/ipads…
…and I have exactly the same phone too (iPhone 4 GSM). Maybe we can get somewhere with that!
Good call… I actually hope its slow… at least we have a lead! :ph34r:
You found it! My iPhone 4 is getting an average of around 26fps…
Weird though that my 3GS is behaving correctly though…
Puuh :lol: I was getting nervous! So I guess that the engineers know where to look and what to do next
Unbelievable… whats that all about then?
My missus has a 3gs… (embarrassing I know, she’ll have to wait for me to upgrade to get an iPhone 4 :))
I’ll add it to testflight if yas want and see what I get?
I rarely use my iPhone 4 for testing, but this got me thinking… and some other “good news” is that my own app that I converted to Graphics 2.0 also is sluggish on the iPhone 4… and it doesn’t use any ray-tracing. Just some physics and sprite-animation.
So there’s definitely something with Graphics 2.0 and iPhone 4 for some reason…
Remember… these apps run fine on the iPhone 4 when built with Graphics 1.0… so its a Graphics 2.0 issue on specific devices? or on IOS7 on iPhone 4??? Shame we dont have an iPhone 4 running IOS 6…
I also had the issue on iPad 1… running IOS5.1.1
Maybe CoronaLabs might have an iPhone 4 with iOS 6…
Great work guys… Ingemar, thats for you r help with this, you didnt have a prob (well didnt know ya had) and were kind enough to help us all the way… Cinetek, thanks for sharing that sample app…
Well… where do we go from here?.. Do we wait for a staff member to pick up in this thread or should we email someone with our findings…
In a nutshell
Graphics 2.0 builds have serious performance issues on iPhone 4/IOS 7… and iPad1/IOS 5…
Ingemar, can you add the devices it tested ok on?
Cheers
I’ve got access to an iPad 1 with 5.1.1.
I’m going to test my gfx 2.0 app on that one to see if I also have issues.
Well… where do we go from here?.. Do we wait for a staff member to pick up in this thread or should we email someone with our findings…
I suggest we attack from all angles