I have had some people testing my game and whilst generally fine one comment is on the older phones (e.g. iPhone 4) it is a little sluggish & sometimes physics objects go into the wall a bit rather than bouncing off. I was interested in general feedback from anyone creating physics based games and performance on “older” phones.
Q1 - Is it normal to see some sluggish behavior on slight older phones for physics based games: e.g. IPhone4, or the Samsung GT-I9000 2.2 I have?
Q2 - Here are the stats I have from the simulator if this helps - any comments. Note the different levels would trigger differ levels of resolution usage for images/sprites. From my readings these should be ok.
- Model / fps / memory / texture_memory
- iPhone: 30, 1811kB, 9.6MB
- iPhone5: 30, 1874kB, 34MB
- iPad Retina, 30, 1800kb, 119MB
Q3 - Just noticed I am defaulting to 30 fps, should I increase this to 60 fps to assist? Or would this make things worse on older phones.
Q4 - Note that I don’t use the physics engine, but my own so to speak. To cut a long story short I time the period in between cycles (enter to gameLoop) myself and then use this time in working out new positions (e.g. new position = current position + speed * time etc). So if the phone slows it doesn’t really slow the game. Not sure if this is good or bad overall, but just how I did it. Wondering if using Corona “time between” cycles I’d get the same result anyway and this wouldn’t help.
Just any general comments that help me determine whether I need to do something, or just accept running a Corona physics based game will need the later phones available to be snappy?