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
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
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!
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.