Is is possible to dial up/down the processing need of Particle Candy?

Hi.

I have to admit that i am having a lot of fun with Particle Candy (I did not even have time to play with Text Candy which i also bought) In any event, I am in the process of improvement my app which uses a lot of explosions on the screen. I started using this GREAT Profiler tool:

http://www.mygamedevelopers.com/Corona--Profiler.html

It shows me where the bottlenecks in my code (to the code line level!) I was able to improve my game code greatly. Now I am looking at the biggest part of the code that takes the most time during game play.

http://s8.postimage.org/6i7sx2gqt/profiler2.jpg

(PC is the big red box with update() function.

Of course it is PC (which is expected for the amazing effects it allows) I am pretty sure PC code is super optimized already but I am curious if it is (or will be) possible to dial up/down the performance of PC during game play. For instance, it will be great if I could reduce PC processing power need if the frame rate goes below a certain FPS.

Just curious if there were something in the PC code currently that would allow an easy way to dial up/down the processing need of PC.
In any event, PC is an amazing piece of code!

Mo.

ps: of course I am working on reducing the number of particles, size and so on and still keep good looking explosions… [import]uid: 49236 topic_id: 19480 reply_id: 319480[/import]

Function update() manage whole fx by Particle Candy or Text Candy, this is why it require so many power :slight_smile: [import]uid: 12704 topic_id: 19480 reply_id: 75453[/import]

Yes I am sure your right. And I think it is optimized but I was just wondering if there were a way to dial down the proccesing need when the FPS goes down to a certain value. For instance would it possible to skip frames rendered during that time and not affect the visual too much to the point the player can see it? I suppose I could call update() less often when the FPS drops to much. I am using the autoUpdate() right now. Would stopping and restarting the update work and do not add too much overhead?
Thanks again for taking the time.

Mo [import]uid: 49236 topic_id: 19480 reply_id: 75528[/import]

Not a very robust solution - but you could go through the PC Update function and eliminate any routines you aren’t using in your project. That can cut lots of overhead, if your VFX are in a final state. [import]uid: 65996 topic_id: 19480 reply_id: 75861[/import]

Thanks Simon. That’s a great idea. I did not think about doing that!

Thanks.

Mo [import]uid: 49236 topic_id: 19480 reply_id: 75864[/import]