Performance degradation in the new public release

Great news!

We are in the same boat here. Soon our game will be in the app store, but we can’t publish it in the Android Market as is. We can help with the tests.

Thanks a lot! [import]uid: 96891 topic_id: 19009 reply_id: 88497[/import]

Hi dingo,

We are about to submit our game to the appstore, but, unfortunately, we are still waiting for Ansca to say something here that will help us to publish in the Android Market.

@Ansca, please support your customers. [import]uid: 96891 topic_id: 19009 reply_id: 85519[/import]

Hi dingo and Ansca

I started this thread, pedro is my alter-ego (my pro account as well). I would like to update you about my tests.

We performed a lot of tests on Android, both tablets and smartphones. The strategy used was to test 2 separate builds for the same code base, one using Corona 641 and the other using 704. The results are below.

Smartphones

Model 641 704

Sony Ericsson Arc ok ok
Nexus S ok ok
HTC Desire HD ok ok
Sony Eric. Xper Mini ok ok
Samsung Galaxy S1 ok ok
Samsung Galaxy S2 ok ok
Sony Ericsson X10 slow slow
LG Optimus Black ok ok
Motorola Atrix ok ok

Tablets

Model 641 704

Galaxy Tab ok ok
XOOM (HoneyComb) ok slow
XOOM (Ice Cream) ok ok
Kindle Fire - ok
Nook - ok

In almost all cases, Corona 641 was a bit faster. The big exception was Motorola Xoom running Honeycomb. In this
device, the performance goes from very fast (641) to unplayable (704). But for all the other devices, although
the game gets a bit slower on 704, it is still playable.

One BIG WARNING here. We were very disappointed when we tested the game in the Samsung Galaxy
S2. How could it get slow on such a highend device!? After trying to optimize every single line of code, we double checked and tried a second S2 device and, surprisingly, the performance was superb. How?!

We found out that the first device had a power saving setting turned on! This flag impacts the CPU, by a lot. I don’t know why an user would turn his S2 into a lowend phone by checking this flag, but, if he does, the game gets unplayable.

BR,
Cleverson Schmidt [import]uid: 79136 topic_id: 19009 reply_id: 89933[/import]

http://youtu.be/nzdjNDcn2gE
that’s all am saying

c
[import]uid: 24 topic_id: 19009 reply_id: 90051[/import]

Sounds really promising! If you need a real test case with lots of things happening, we can help. [import]uid: 79136 topic_id: 19009 reply_id: 90053[/import]

see http://www.anscamobile.com/carlos/graphics-performance-test-case-needed/ [import]uid: 24 topic_id: 19009 reply_id: 90055[/import]

Few questions: this works on Android also? Is the whole graphics performance better, or just sprite animations and tiles? [import]uid: 18445 topic_id: 19009 reply_id: 90130[/import]

Hi,

One more update.

I’ve just tried to reimplement the game background using the new optimizations added to the 761 daily build. All the images in the background have been added to a ImageGroup (backed by a ImageSheet), but the performance hasn’t changed. It is still unplayable on Xoom (running Honeycomb).
[import]uid: 79136 topic_id: 19009 reply_id: 91543[/import]

762 or better

c
[import]uid: 24 topic_id: 19009 reply_id: 91544[/import]

Is it available? I can only see 761 [import]uid: 79136 topic_id: 19009 reply_id: 91545[/import]

762 is definitely up now, just checked the list :slight_smile: [import]uid: 52491 topic_id: 19009 reply_id: 91655[/import]

Thanks!
Tested on 762. No changes when running on Xoom. [import]uid: 79136 topic_id: 19009 reply_id: 91693[/import]

I’m currently testing on a HTC Desire (not HD), and I too notice a major decrease in performance when using Corona build >= 643 (I’m currently using [CoronaSDK 2012.775]). In my testcase im moving a small “box” across the screen using physics set to kinematic.

Any new about making the 32-bit color support optional? [import]uid: 94949 topic_id: 19009 reply_id: 97335[/import]

am I the only one still fighting performance on android?

I even used the 480*320 gfx on my samsung galaxy II, and performance still is horrible. and it was great some time ago.

what’s the problem here? [import]uid: 90610 topic_id: 19009 reply_id: 103466[/import]

anyone? am I the only one still facing this issue?

the new sprite api didnt help at all. [import]uid: 90610 topic_id: 19009 reply_id: 107868[/import]

Sometimes Android performance is worse than iOS with Corona. That’s a fact, even with similar hardware. Wether it’s a driver issue on the device or a Corona issue I don’t know. [import]uid: 61899 topic_id: 19009 reply_id: 107870[/import]

the thing is, with the previous build performance has been great - but now not at all.

In the simulator, texture memory is fine (< 8mb), but i cant even play it on my samsung galaxy II. [import]uid: 90610 topic_id: 19009 reply_id: 107871[/import]

What about program memory? If it’s over 1,5MB it could be the cause of the slowness when running on the device. [import]uid: 61899 topic_id: 19009 reply_id: 107873[/import]

I need to check on that, thanks!

BUT… it has worked fine. Smooth. And i haven’t touched the game. it’s a pitty. [import]uid: 90610 topic_id: 19009 reply_id: 107874[/import]

@Dingo: Have you tested with the latest daily build? (819) there have been performance enhancements for android apps/games that make use of our openal audio engine [import]uid: 84637 topic_id: 19009 reply_id: 107894[/import]