I’m running a performance monitor inside of Corona.
https://developer.coronalabs.com/code/easy-use-performance-meter-memory-texture-memory-fps
Like I said, texture memory holds steady at about 10mb and the lua memory seems decent and consistent across platforms.
The framerate definitely takes a noticeable hit, and physics object motion starts to slow down to a crawl after about 15 minutes of gameplay. But the performance fluctuates a lot.
Almost all of my variables are local and are being disposed of when they’re no longer in use. I’ve made sure that I only have 6 physics objects on screen at any given time with simple shapes. I also make sure to remove physics bodies when they’re no longer being used (although I assume removeSelf takes care of that.). Reducing the physics iterations count doesn’t seem to help.
I also wrote debug code that will show the number of objects in any display group. This seems to hold steady around 30 objects at a maximum, and they’re all fairly small sprites. I use a lot of transitions, but I make sure to cancel and dispose of them when I’m no longer using them.
At this point I’m completely out of ideas on how to further diagnose any problems. The game runs great in the simulator and older iOS devices. It’s only newer Android devices that seem to struggle.