Massive Lag with ScrollView and Transitions

Hi,

Whenever you have a scrollview on the screen, and transitions happening, the scrollview lags while scrolling. The lag effect is gone immediately after my transitions are stopped.

Any fix to this? In Graphics 1.0, this was never an issue. Now I have to basically pause everything so the scrollview is actually useable.

Thanks

I don’t see this in 2013.2100. Are you seeing this everywhere or just device?

Are you doing something heavy in your transitions or running a lot of them at the same time?

Try with just one simple transition of x on a rect object. Do you still get the lag?

I’m on build 2161. I’ll try with 2100 and see how it goes. It doesn’t happen on the iPad Air or simulator, but it does happen on my iPhone 5. Any time there’s even 1 transition call happening (my game always has transitions running). Like I mentioned earlier, this was a non-issue in graphics 1.0. Maybe there’s something going on with how the touches or dynamic masks are handled with the new scrollviews?

This sounds like a bug. Try putting together a small example that shows this. Just a scrollView and a transition and try it on your iPhone. I don’t have one so I can not try but maybe someone else will try it for you if you come up with a small sample that reproduces the issue.

I am using CBE effects with scrollView. I only notice lag on older devices, or when there is ‘a lot’ of effects, like 100 circles (see CBE effect forum to see how it looks like). It won’t lag on the simulator.

I think it may lag if a lot of graphic/display objects are created (just my guess).

Sounds like a topic for the CBEffects forum. I see it has just recently been updated for Graphics 2.0. Maybe there are some issues left.

I think the issue is what is describbed in this post: http://forums.coronalabs.com/topic/41407-resolved-graphics-20-bad-performance-image-loading/?p=216050
 

The problem is that G2 loads images on the fly where as in G1 they were loaded on start.

Maybe using an image sheet would help if that’s possible in CBEffects.

Edit:

Sorry this was actully changed to act same as G1 in 2013.2087

I don’t see this in 2013.2100. Are you seeing this everywhere or just device?

Are you doing something heavy in your transitions or running a lot of them at the same time?

Try with just one simple transition of x on a rect object. Do you still get the lag?

I’m on build 2161. I’ll try with 2100 and see how it goes. It doesn’t happen on the iPad Air or simulator, but it does happen on my iPhone 5. Any time there’s even 1 transition call happening (my game always has transitions running). Like I mentioned earlier, this was a non-issue in graphics 1.0. Maybe there’s something going on with how the touches or dynamic masks are handled with the new scrollviews?

This sounds like a bug. Try putting together a small example that shows this. Just a scrollView and a transition and try it on your iPhone. I don’t have one so I can not try but maybe someone else will try it for you if you come up with a small sample that reproduces the issue.

I am using CBE effects with scrollView. I only notice lag on older devices, or when there is ‘a lot’ of effects, like 100 circles (see CBE effect forum to see how it looks like). It won’t lag on the simulator.

I think it may lag if a lot of graphic/display objects are created (just my guess).

Sounds like a topic for the CBEffects forum. I see it has just recently been updated for Graphics 2.0. Maybe there are some issues left.

I think the issue is what is describbed in this post: http://forums.coronalabs.com/topic/41407-resolved-graphics-20-bad-performance-image-loading/?p=216050
 

The problem is that G2 loads images on the fly where as in G1 they were loaded on start.

Maybe using an image sheet would help if that’s possible in CBEffects.

Edit:

Sorry this was actully changed to act same as G1 in 2013.2087