I am very disappointed with the performance of my app and I am not sure how to go about solving this,
here is the screencast of my app in action: (left simulator is corona, right simulator is xcode, let it buffer, it’s quite slow) http://screencast.com/t/2OzMHFfqCj
That screencast it’s not even the final version, there are a bunch of animations that I have to disable to squeeze some FPS out, it already makes the game feel really bland. I am using 20x25 tiles displayed using sprite through Lime version 0.8 and I am getting 30fps using corona simulator but 3-4 fps in both xcode simulator and actual device (after several hours mucking around some provisioning stuff, SO MUCH HATE).
Is it too big? but 5 megabytes shouldn’t be that big? It’s even reporting really low in the actual device’s texture memory.
Is it memory extensive? I have an enterframe, I disabled that and redeploy, i am not getting any performance gain.
I have made sure that I am optimizing my lua, local vs global, table.insert vs #table + 1 for insertion, etc
I am using texturepacker for my png-24 sprites and displaying them using sprite library via SpriteGrabber
What should I do? I need a major help guys…
[import]uid: 11334 topic_id: 4700 reply_id: 304700[/import]