Frame Rate when build for xcode sim or device

Yeah, has to be something to do with backward compatibility. But that needs to work, cause we cant go back a migrate old apps.
I might migrate some functions and test as I go to see if I can find the issue.
Love to hear about any graphics v1 apps anyone has built for device with graphics 2 builds…
Cheers

I think my problem is related to this, I have no frame rate problems (not that that I notice) except with iPad Retina 

http://forums.coronalabs.com/topic/40385-performance-problems-on-ipad-retina/

@cublah

But you have frame-rate problems even when you use “Graphics 2.0 syntax” (without V1 compatibility) right?

@cublah thks for the info. Yeah that sounds buggy.
I am going to migrate to graphics 2 where I can… Ie. anchor points etc.
I might also remove some functionality to see if anything particular is causing the performance to drop.
I just load my level… Transition to cam position and then do nothing. And my framerate sits below 10. My enterframe listener is not doing much until i touch a button so other than that its a couple of collision listeners

I didn’t use V1 compatibility, I went straight for Graphics 2.0

I’m just glad other people are seeing a problem too it means I’m not going mad :), I will use V1 until something is resolved

I only had a couple of instances of setreferencepoint… so removed those and turned off graphicscompatibility… app runs fine in G2.0 sim… but still crap on device.

Works fine if built with G1.0 builds… so I dont think I need to optimise my code… its fairly ok as far as I can see. Its a wip prototype so not too much going on at the moment either.

I was working on a completely new project for today and used graphics 2.0 syntax only. If someone would like to test it with his/her device then I can send you over the code. At this moment everything is based on Corona-made vector graphics. 

@CineTek

I wouldn’t mind testing your prototype…  :slight_smile: ingemarAtSwipewareDotCom

@richard770

How are you measuring frame-rate?

I just tested by turning on Loqheart’s FPS monitor, and I could see a progressive FPS drop.

I have a demo-mode in my game, and it started out at 60fps, but got progressively worse and ended up at around 20fps after a few minutes.

When I don’t use the FPS monitor, everything runs fine with no FPS drop regardless of how long it plays…

Hey guys

I am using the FPS monitor you mentioned… but removing it makes no diff.

My findings now are that if I include the following code in my app

 skyBleed = display.newRect( mainGroup, 0, 0, 480, 320 ) bgImage = display.newImageRect( "images/bg2.png", 1136, 720+160 ) bgImage.x = 480 bgImage.y = 320+80 bgGroup:insert( bgImage )

…my frame rate is terrible.

If I leave those lines out and leave the app at 60fps or 30fps… it will run at an average of 30fps. 

So basically it never runs at 60… but will run at 30 and “seem” ok if I dont load the above code. 

BUT: This app runs perfect at 60fps with Graphics 1.0 builds

There is defo a problem with graphics 2.0 I just dont know how to provide an example.

And I am not sure if staff are taking notice… Ive had not reply to my other thread

http://forums.coronalabs.com/topic/40341-display-groups-coords-when-using-graphicscompatibility-1/

This should be sorted out… graphicscompatibility=1 should mean that my groups scale around the same point as before

I have sent over my project to Ingemar and it runs fine on his devices… So I guess the error is caused by something else during the build process…? 

@Cinetek… Really… are you saying a project that suffers frame rate issues when you build it… works fine when Ingemar builds it?

Yep, exactly… 

ah balls! Sheesh! ;) You track it down to anything yet? 

Unfortunately not yet. I will run some tests tomorrow, e.g. building some of my bigger projects with graphics 2.0 and try to find the problem. 

Seems odd though that when I build the same app with Graphics 1.0 ver of Corona… on same build machine… all is ok.

I am getting same performance issues with or without graphicscompatibility = 1… (ie. G1.0 functions migrated to G2.0)

Im now thinking an openGl issue in the build process.

It´s the same problem for me, smooth and consistent 60 fps with graphics 1.0 - even though I made a 95% clean reinstall of build #2004… 

The terminal says “Using custom build 00000”

@cinetek & @ingemar You guys use testflight? Just wondering if your app ingemar built works ok on your device? Just tryin to eliminate device issue…

Yep, I am currently using testflight to beta test another project