Hi
I have a game that runs comfortably at 60fps on most devices (Galaxy S2, S4, etc.) but struggles to get over 30fps on a Galaxy tab 10.1. I don’t have another tablet to test so I don’t know if this is just on this tablet or in general. The tablet runs a Tegra processor.
As an overview, for my background I have 10,000 tiles (100x100px @2x) in a display group that is split into 10x10 quadrants with isVisible toggled for quadrants not currently within the display bounds. The display is 640 x 960 - trying lower screen resolutions (480 x 720) and scaling up didn’t seem to make much difference. I tried loading the background as a 5000x5000px single jpg and that made no difference to the fps either. So I wonder if the issue is simply moving a large display group? I have the camera fixed on the player so that is always the centre of the screen and the display groups are translated accordingly.
Obviously there are many ways to cull/optimize - smaller quadrants but mode show/hide code loops. My question is… Is there anyway to know how long Corona is taking on the screen draw cycle so I can optimise code run time versus screen redraw time to find a happy medium for all devices? Or can you suggest a more efficient method of achieving my goal?
Thanks
Adrian