Low FPS on Android Device

I am getting low FPS on my Kindle Fire (running Android). I know that I don’t have a memory leak because I have a plugin that runs in my app that prints the memory used and it does not increase over time. It also displays my texture memory used and it constantly displays 0.03 (Not really sure what that means). My config.lua file accommodates for different screen sizes, and I set all of them to 60 FPS. However when I open my app on Android, I get no more than ~25 FPS, even though I get stable 60 FPS in the simulator and on my iPhone 5c. What are the common other things to check as the cause of something like this?

Set config.lua to 30 FPS and see what you get.

Doubling the frame rate may actually make your app run slower, you may be effectively doubling the amount of work that needs to be done per second.

I just tried it and I get the same behavior, my app does have a lot of movement based on a Runtime “enterFrame” listener, could that be part of the issue?

It could be, but if that was the main cause, it would noticeably improve by reducing the frames-per-second by half as i suggested.  So, that probably isn’t it.

You should probably get someone with more Corona experience to look at your code.

Also, M.Y. Developers offer a profiler: http://www.mydevelopersgames.com/profiler.html  This ‘could’ help you identify the problem

I will check out the profiler. The Amazon Kindle Fire is first gen and had a 1.2 ghz dual core processor and 512mb of RAM… Could the low specs be part of the issue? I am doubting this though because the profiler I use says I never go over 2000kb of memory or 2% CPU usage…

Yes,  a first gen amazon kindle fire is not a great device for testing on.  Besides being a pain to upload to, it is kinda old hardware.  (I have one, but don’t test on it anymore.)

I’d suggest getting a newer android device if you want something more representative of new and current users.

Do the statistics that I mentioned seem like they would work on the kindle though? Can the 1st gen kindle fire support 60 fps?

I did some research and I believe the FPS is my issue. I think the 1st gen kindle fire has a max of 30 fps, and almost all movement in my game is dependent on the FPS, so I will have to change everything to moveTo() and moveBy() statements.

Set config.lua to 30 FPS and see what you get.

Doubling the frame rate may actually make your app run slower, you may be effectively doubling the amount of work that needs to be done per second.

I just tried it and I get the same behavior, my app does have a lot of movement based on a Runtime “enterFrame” listener, could that be part of the issue?

It could be, but if that was the main cause, it would noticeably improve by reducing the frames-per-second by half as i suggested.  So, that probably isn’t it.

You should probably get someone with more Corona experience to look at your code.

Also, M.Y. Developers offer a profiler: http://www.mydevelopersgames.com/profiler.html  This ‘could’ help you identify the problem

I will check out the profiler. The Amazon Kindle Fire is first gen and had a 1.2 ghz dual core processor and 512mb of RAM… Could the low specs be part of the issue? I am doubting this though because the profiler I use says I never go over 2000kb of memory or 2% CPU usage…

Yes,  a first gen amazon kindle fire is not a great device for testing on.  Besides being a pain to upload to, it is kinda old hardware.  (I have one, but don’t test on it anymore.)

I’d suggest getting a newer android device if you want something more representative of new and current users.

Do the statistics that I mentioned seem like they would work on the kindle though? Can the 1st gen kindle fire support 60 fps?

I did some research and I believe the FPS is my issue. I think the 1st gen kindle fire has a max of 30 fps, and almost all movement in my game is dependent on the FPS, so I will have to change everything to moveTo() and moveBy() statements.