Frame Rate when build for xcode sim or device

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…

We’re looking into the scaling issue.

@roman85

Can you submit a sample app? Is the same application more performant under the Graphics 1.0 SDK or roughly the same?

Hi Bryan,

The App is very performant under Graphics 1.0. I think it is still quite performant with graphics 2.0 but as soon as I add two or three text-shadows with the function you can see below it slows down tremendously. But: The app is consistent of many different views and I swipe through them, so it’s quite complex all in all.

Sorry I can’t fill a bug report because I can’t send you the code unfortunately. My boss would be very mad at me :wink:

function addShadow(obj, fontname,size,opacity,blur) local blurLevel = blur or 1 local opacity = opacity or 1 local snapshot = display.newSnapshot(obj.contentWidth + 20, obj.contentHeight + 20) local objSH = display.newText(obj.text,0,0,fontname,size) objSH:setFillColor(0,0,0) snapshot.group:insert(objSH,true) snapshot.fill.effect = "filter.blurGaussian" snapshot.fill.effect.horizontal.blurSize = 40 \* blurLevel snapshot.fill.effect.horizontal.sigma = 2 \* blurLevel snapshot.fill.effect.vertical.blurSize = 40 \* blurLevel snapshot.fill.effect.vertical.sigma = 2 \* blurLevel snapshot.alpha = opacity return snapshot end local newText = display.newText('hello',0,0,'Helvetica',18) newText.x = display.contentWidth / 2 newText.y = display.contentHeight / 2 local newTextSH = addShadow(newText, 'Helvetica', 18, 0.5, 2) newTextSH.x = newText.x newTextSH.y = newText.y

OSX Mavericks

Corona SDK 2013.2021

I can confirm that by adding a text object with the shadow function above to my test project slowed things down like crazy.

I will submit a new bug report with the new code.

My sample app is set to 60fps.

(Average fps rate measured with Xcode Instruments’ Core Animation template)

Results:

41fps avg: iPad mini (iOS7.0.3)

6fps avg :  iPod Touch 4th generation (iOS 6.1.3)

22fps avg: iPhone 3GS (iOS 6.1.3)

30fps avg: iPod Touch 3rd generation (iOS 5.1.1)

Again you can see some weird behavior for 4th generation devices. Much slower than 3rd generation.

Reported as Case 27304

@ingemar: thanks that’s great

Hi guys, sorry I was away for a few days…

Im afraid to say, my Pro subscription expires tonight! And I have decided I am not resubscribing while G2.0 is in transition, as I feel I would be “paying” to basically beta test for the next couple of months… not getting anywhere with my latest game… and even after that, it still may not deliver what I expect as a paying PRO subscriber.

I am trying to make a very simple 2D game, for which I hoped I could use custom shapes to create the terrain for each level. I see this in many other 2D games… Simply draw the terrain, fill with a tileable texture… set the stroke… voila! Really nice custom made terrain, easily tweaked and retested… physics body data matching shape data!!. No need to redraw and export from illustrator or inkscape… no need to reimport to texture packer or sprite helper, no need to tweak in physics editor or levelhelper… etc etc

Sounds like this should be very simple now that we have newPoly and the ability to fill with an image! I have waited a long time for this, and its a great selling point for our amazing SDK… another thing you can do 10x faster than other SDKs.???

But how do I create my custom shapes and add physics to them you ask??? Well, it seems I need alot of 3rd party tools to cater for Coronas shortcomings these days… and this is still no different… and most of which are not free… some are even looking for annual subscription fees now!!! AND currently most  do not support this newPoly feature yet, and won’t support it until G.2.0 is available as a stable public release.

So Im afraid, what I thought I was getting from Graphics 2.0… will not be available to me for some time, or maybe never. What I need from a 2D game development SDK is not being provided… Maybe the focus is on 2.5D now, even though theres alot of basic 2D features still missing.

I am pretty dissappointed by the whole thing now. For the new price, I expect a level editor… Im sure that was mentioned in the past… that supports object placement and bezier shape creation with physics. Sheesh!, Even just give us a way to draw bezier shapes and add physics to them!! Its wouldnt be that difficult…

Sorry for the rant, but I really am fed up looking for 3rd party tools to do simple things that Corona should do!

Keep up the hard work beta testers… mayeb Corona will one day become the all encompassing SDK it should be.

Cheers

@richard770 fair enough.

I absolutely get your point and feelings about this.

The thing is I really don’t know if that’s possible or not what you’re looking for so I can’t really give any statement to that.

I think the people working at Corona are all great people and programmers, putting so much work into this. But I’m also a bit critical about the development of this product. Look how fast trends are evolving, new OS’ are coming out all the time thus new features. It’s probably just this incredibly difficult part of it’s own nature - to be a tool that operates every other.

I’m still trying to fix tableViews and scrollViews on my own. Those were never fully brought to an end. And this is a thing that reminds me a bit of Microsoft (sorry pals): Doing something with some shortcoming here and there and saying “well we’ll fix this bug later”. In fact: you never will. Microsoft made a statement recently that they’re afraid of a super astable Kernel as a result of that. Apple in their best years released products that were absolutely rock solid and fundamentally stable. That’s what their success is build on.

Another point is: I don’t understand why I’m as a developer are not allowed to develop plugins just because I’m not on enterprise. Doing exactly this stuff that everyone is talking about and they don’t have time for. And I think the community of Corona is the key for their long term success. Because it’s all about content. Make a plugin store where we can buy and sell plug ins… Everyone would benefit from that.

No hard feelings, but you know maybe the leadership of Corona is super happy because they got great sponsoring, a lot of budget and great feedback that would prove that I’m all wrong. :wink:

My subscription lasts another year and I will stick with what I have. I like Corona and I like the idea behind it.

After that we’ll see. If you don’t want to pay for the beta testing which is understandable then just wait, look around.

But I recommend you to come back to take a look at Coronas Public Release in half a year or so again.

But back to the topic :wink:

Hey @ronman85

Yes, I hear ya… I am not walking away from Corona… Ive spent too long and invested too much time to date to become proficient in it. I do enjoy developing with it… But I think I will go with the FREE Starter edition until they sort out some issues. I just can’t justify paying the PRO subscription to beta test and maybe not even get what I need. And I do understand each of us have different requirements and expectations, and the guys at Corona cant meet them all immediately. But I do think what I am asking for is something that we should have by now. That I do feel strongly about.

So Im afraid Im out of the continued G.2.0 discussions and testing for now… as I wont have a subscription to continue testing with it. I am dissappointed about that, I will admit :frowning: But I will keep a close eye on the forum and hopefully things will come good soon.

Cheers all and sorry for going off topic a little. .I just wanted to explain to the guys who I started this thread with, why I am not coming back with more up to date info and test results.

Cheers