Frame Rate when build for xcode sim or device

I have iPhone 4 running 6.0.1 - my game has framerate issues on this device since upgrading to a daily build with Graphics 2.0 (Graphics 1.0 was fine) and it’s how I discovered this thread.

I would also get very similar results if I used the scene overlay stuff, as presumably it’s rendering twice the amount (two scenes) and just can’t seem to cope on this device.

I’ve filed my own bug-report and provided detailed info and a sample project for this issue as well.

Case 27029

@Ingemar: Thank you, for some reason I did no get an email yet, so I guess something went wrong during the submission progress(?!)…

I will continue using G1 for my current project which is is in late beta stage and use G2 for one of my upcoming games based on this prototype :wink:

Hey guys. Nice one @Ingemar… hopefully they look into it soon… cause Im afraid I only have a 4 to test on these days… and am using multitouch in my app… and was gonna add accelerometer support… so need it running smooth enough to test.

@Cinetek Yeah, Im looking at my schedule and thinking of going G2 with my current project… might be a later release date, but I think the benefit of some new features might be worth it… And as its not a “Christmas app” I think I’ll avoid releasing Dec! :slight_smile:

Cheers

Okay… after two days without any response I have just gotten an AUTOMATED reponse from CoronaLabs(!) that tells me about the case now being tracked by the system…

I do not understand the following at all, since I am a PRO user for quite some time:

“Corona SDK Subscribers receive higher priority. For immediate assistance learn about our Premium Support at…”

But if anyone is interested in following my test case it is Case 27005. After all I guess that I have to be an Enterprise subscriber in order to get a fast- AUTOMATED response(?!).

Hi CineTek - you received this email just now since our bug system had an email issue and a few emails were backlogged. So it normally should have gone out to you right away. That’s just the automated response anyone that writes into our support/info emails gets.

We do say that any support via those channels is “best efforts” since there is no way we can help everyone with every support request. If someone pays for Premium Support then we can guarantee a response. But this applies to everyone.

However, I know the team is paying a lot of attention to Graphics 2.0 issues, so I’m sure you’ll get a response to this soon.

David

I was going to start a similar post/question a week ago when I first played with G2, but I just assumed the slowdown was just due to G2 not being optimized yet. Glad to see that others are seeing it and Corona is aware of it.

My situation: I had an in-progress project with G1 that was running smoothly at 30FPS. With G2 it works perfectly on an ipad4 and nexus7, but the FPS drops to 10-20 on an iphone4.

I am not using physics. My project is extremely simple, but I have a large (6x2 screens) main menu that I just scroll around in to test different things.

There is little to no sprite animation offscreen, it’s mainly images and buttons. Interestingly: when I drag the menu, the FPS drops, when I stop scrolling it, after a small delay, it rises back up to 28-30, so I’m assuming the issue is something to do with off-screen culling.

Edit: actually with the latest build I’m noticing a slow down when I have some sprites on screen too. I have 64 sprites on screen, and each has a timer set to control blinking/animation. So the issue may also be with sprites and/or timers.

@zrm310, can you send a test project via the bug submission form (http://developer.coronalabs.com/content/bug-submission), and then let me know the case number? 

These sorts of test projects will really help us figure out where the hot spots are.

Ok, I will  try and do a simple test project based on the format of my main project and let you know the case number here when I submit it.

@David: Thank you for this clarification. I was thinking that this delay was normal (for Pro subscribers) and I am glad that this was just an issue with the mail system ;) 

@Walter:

I submitted case #27103. I tried to pare down a project to as simple as I could given time constraints for me.

The test project, when built with G2 vs G1 and run on on iPhone4 (iOS7, not sure if affects previous iOS) should show the speed differences.

When you build & run it, scroll to the right for a bit until you see the 8x8 area of sprites. Dragging is extremely sluggish and the FPS (even when not dragging) cycles between 10-30. On G1 I was getting very smooth 30 or 60 fps.

By paring down the test project it runs a bit faster, but the full project I have ran at 30 fps with G1 even with all the extra test stuff I had scattered around the blank areas of the screen.

One interesting thing about these test projects is that they run fine on 3rd generation devices (iPhone 3GS, iPod Touch, iOS 5 and 6) but suffer on 4th generation devices that have more memory, more powerful hardware (iPhone 4, iPod Touch, iOS6 and 7)

We have introduced several changes in build 2013.2016, to specifically make the performance better for solid color lines and other objects.  We are still in the performance tuning and optimization phase so there will be more to come but we felt this is worthy of note.

I’m experiencing extreme slow performance when testing my app on iphone 3gs ( ios 6 ). It runs fine on Corona Simulator though.

I hope there will be a lot of optimization coming for graphics 2.0. can’t use the app like that :frowning:

compatibilitymode is on because it’s too huge to replace all referencepoints, gives me a headache…

just using some containers and snapshots with blur filter effect.

will compatibilitymode slow the whole thing down a lot?

latest build ( 2016 ) doesn’t really do a lot for me. maybe a bit faster… could be placebo.

but my sprite ( which is quite huge ) looks really ugly / distorted now.

You can’t compare simulator to device, the Mac or PC has a lot more memory and power especially against a 3gs

yeah I thought that too after writing…

still graphics 2.0 makes the app slow down like crazy…

OK, I’m on a brand new setup all around:

OSX Mavericks 10.9

Xcode 5.0.1

Corona G2.0 build 2013.2016

iPhone 4 (iOS 7.0.3)

The frame-rate problems that I saw on my iPhone 4 are gone. The test project I created runs smoothly, as does a production app that had problems with earlier versions of G2.0.

Looks like the performance tuning helped :D.

@CineTek, @richard770:  What are your verdicts?

Awesome!

I tried build 2013.2017 for one of my projects and on an iPhone 4 with iOS 7.03 I’m getting comparable frame rates to what I was getting with G1.0. It’s running at 30FPS now whereas a couple builds ago it was at 10FPS.

A new issue seems to have crept in where scaling fill images look different in the simulator vs. device. But I’ll play around with it to see if its really a bug.

I’m not checking for framerates but it doesn’t get much better on my 3gs. It’s still very slow…