Thanks for all the clues. We have been super actively monitoring the forums and pushing daily changes. We will run additional tests against the devices being listed here.
Cheers @bryan
Will ya do us a favour and post any update here so we can be kept up to date on possible fix
Much appreciated
Richie
I’ve tried several times and the only time I see this issue is on my iPad 3. Everything seems fine on iPad 2, iPad mini, iPhone 5 and iPhone 5S … are you using iPad retina sized graphics?
Ipod touch 4g had issues too didnt it ingemar?
Yes see my post
@cublah
It appears to be an issue on iphone 4, ipod touch 4g and ipad 1…
And youre saying ipad 3 also
Have you tried it on a 4?
Sorry using my iphone and only got the quote
I can’t share the project I’m working on as it’s for a client but I’ve encountered the same problem on a test I built last night on a prototype, I’ll setup 2 test flight projects later this evening so we can see if anybody else is see the problem 1 for v1 and one for v2 so you can compare the 2 builds
No but I do have a 4 but it’s ios7
Fire away… All ours are running 7… Lets us know if it works
Hi all, thanks for digging into performance. Right now, we’re focused on polishing existing features. We plan on doing hard core optimizations/profiling after we’ve gotten quality to where we want it. Keep the bug reports/projects coming. This will be help us focus our optimization efforts on the use cases that matter to you guys!
Hi Walter. Forgive me if I misunderstand your post… But I get the impression you think we have a ‘slight’ performance issue.
If that is correct, then please be aware G2 builds are unusable on iphone/ipod 4 devices… And ipad 1.
Our sample app is quite basic and runs fine on a 3gs at 60fps.
So G2 is not working, polished or not, if I cant build for iphone 4 for example
@Walter. Im working on an app with a Dec release date.
Should I proceed as Graphics 1 or migrate to 2.0 from now and expect optimization issues etc to be sorted.
Trying to understand your timeline for working Graphics 2.0 public release
Cheers
@Richard, we’re working as fast as we can, but I can’t promise anything. As I said in my blog, it’s probably too early to be shipping your app with the current beta. So yea, I guess CineTek’s question is the right one to be asking
@cinetek Well its more a question of whether I want to build and release an app that I intend to update and support and rebuild well into next year, with what will soon be an old set of apis, or whether its best to migrate now, during development and before bug testing.
I was also looking forward to shaving huge amounts of time to create levels and texture memory usage by using custom shapes with image fill
@walter thanks… I understand the situ… Its just timing for this particular app vs Graphics 2.0 Id love to be able to make use of the new image fill features… But I also beed to stick to schedule… Or push the release date out in the hope it all gets sorted.
My call and one of the joys of game dev
Cheers
I guess I should add that our aim is to get this to public release quality before end of the year. I think we’ll have a better idea of exactly how soon in a few weeks.
Thanks Walter… Appreciate that. I’ll continue as G1… But at least I can start preparing my code for an easy migration with the info we’ve got so far by you making it a public beta. Good stuff
Cheers
@cinetek Cheers for teaming up on this. Chat soon