How to get accurate FPS from xCode Simulator?

The FPS that shows in the Corona Simulator is totally different than the xCode Simulator than the code listed in the code exchange (http://developer.coronalabs.com/code/output-fps-and-texture-memory-usage-your-app). My app fps is set at 60: the FPS in the Corona Simulator stays near 60 the whole time but the xCode Simulator is drastically lower and seems to match what happens on the device.

I’ve looked all over for a good explanation of FPS and related code available in the API, no luck so far. Can anyone point me to code that more accurately reflects what happens on the device? It’s very time consuming to build for the xCode Simulator for troubleshooting.

Thanks for any help! [import]uid: 40033 topic_id: 31493 reply_id: 331493[/import]

TESTED CORONA “CHAINS” EXAMPLE - xCode FPS does not agree with device

If anyone wants to test this, I used the Corona SDK Template named “chains” and ran it with the code and got about 30 fps on the Corona Simulator but only about 15 on the xCode Simulator. Put it on the iPhone 4 and it ran closer to 30 fps on the device. [import]uid: 40033 topic_id: 31493 reply_id: 125938[/import]

Does anyone used the code exchange FPS in the xCode Simulator and find that it doesn’t match the results in the xCode Simulator? [import]uid: 40033 topic_id: 31493 reply_id: 126015[/import]

Hi Pixin,

Perhaps I’m not understanding your question, but the frame rate your app achieves depends on the hardware it’s running on, so there’s no way to predict in advance what it will be just from the Corona Simulator.

You set the desired frame rate in config.lua, but the actual frame rate you get could be lower if the application puts too many demands on the hardware (i.e., if the amount of processing required in each frame takes more time than the length of the frame itself). That’s why it’s perfectly possible for your app to run at your full frame rate in the Corona Simulator, but lower in the xCode simulator or an actual device.

There’s no way in the Corona Simulator to predict what frame rate you’ll actually achieve in the xCode simulator or device, since it’s hardware dependent. Unfortunately, to find out what frame rate you get on a device, you have to actually put it on the device and see.

  • Andrew [import]uid: 109711 topic_id: 31493 reply_id: 126043[/import]

Ah, I see. I test on the devices but was hoping there would be some extra code I could add for device to more closely mimic it rather than forever building for device to test. Woe! :wink:

Thanks very much for your reply. [import]uid: 40033 topic_id: 31493 reply_id: 126047[/import]

TESTED CORONA “CHAINS” EXAMPLE - xCode FPS does not agree with device

If anyone wants to test this, I used the Corona SDK Template named “chains” and ran it with the code and got about 30 fps on the Corona Simulator but only about 15 on the xCode Simulator. Put it on the iPhone 4 and it ran closer to 30 fps on the device. [import]uid: 40033 topic_id: 31493 reply_id: 125938[/import]

Does anyone used the code exchange FPS in the xCode Simulator and find that it doesn’t match the results in the xCode Simulator? [import]uid: 40033 topic_id: 31493 reply_id: 126015[/import]

Hi Pixin,

Perhaps I’m not understanding your question, but the frame rate your app achieves depends on the hardware it’s running on, so there’s no way to predict in advance what it will be just from the Corona Simulator.

You set the desired frame rate in config.lua, but the actual frame rate you get could be lower if the application puts too many demands on the hardware (i.e., if the amount of processing required in each frame takes more time than the length of the frame itself). That’s why it’s perfectly possible for your app to run at your full frame rate in the Corona Simulator, but lower in the xCode simulator or an actual device.

There’s no way in the Corona Simulator to predict what frame rate you’ll actually achieve in the xCode simulator or device, since it’s hardware dependent. Unfortunately, to find out what frame rate you get on a device, you have to actually put it on the device and see.

  • Andrew [import]uid: 109711 topic_id: 31493 reply_id: 126043[/import]

Ah, I see. I test on the devices but was hoping there would be some extra code I could add for device to more closely mimic it rather than forever building for device to test. Woe! :wink:

Thanks very much for your reply. [import]uid: 40033 topic_id: 31493 reply_id: 126047[/import]