Taking the same “StoryBoard / Scene” driven game and running it on an iPhone 4 and the new iPad… the iPhone loads scenes noticeably faster than the new iPad.
The most logical reason for this is because even though the game does not have full iPad resolution images, the iPad/Corona is still up-scaling all the images to the appropriate resolutions - and this is possibly what’s eating up the time.
Just a first guess. I could be wrong.
So anyway, regardless of what the reason is, what can I do to make my scenes load at at least the same speed as the iPhone?
Options…
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Will including full resolution images help? - possibly faster to load a full HD image than to load a medium one and up-scale it?
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Possibly a new Corona function “storyboard.loadScene”, which can pre-load the scene but NOT goto it? This would result in a sceneCreate event if the scene is not loaded yet, else nothing, so that when I DO call a storyboard.gotoScene then it will happen faster as it doesn’t have to load all scene objects first.
When I started writing this I didn’t think about number 2 above (the new function), but it really does make a lot of sense now and so this is posted in the feature request section as opposed to the developer section.
The function as-is would be excellent and all I need right now.
Maybe others with large scenes might want a built in way to send a PERCENTAGE value back to the caller via an event, representing the loading status of the scene.
Just as a last comment, this all becomes VERY useful when 2 scenes have the same *look* and you want to switch from one to the other almost instantly (no fade delay).
EDIT: Case Number #12954 [import]uid: 126708 topic_id: 23530 reply_id: 323530[/import]