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Support / Re: Mesh.CreateVBO Frame Rate Spikes
« on: August 19, 2012, 02:50:35 am »
Ok sounds good.

My setup is such that I have 2 kinds of sprites being used: level (static) sprites, and animated enemy sprites. It seems most of the CreateVBO time is taken up by the level data than the enemy sprites, since removing those completely gets me a nice 60 fps. Also I made the large background use the tk2d/SolidVertexColor shader which actually improved the performance quite a bit. Unfortunately I can't make the rest of the level data use that same shader since they require the alpha. I am wondering if there are any other shaders I can use for those.

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Support / Re: Mesh.CreateVBO Frame Rate Spikes
« on: August 18, 2012, 04:27:05 pm »
I have the same problem for my 2D side-scrolling game. I am using 2D Toolkit for my backgrounds and animated sprites. This is a mobile game targeting iOS and Android, though focusing on iOS first.

On my iPhone 4, I get CreateVBO spikes that range from 20 to 40 ms, resulting in frame rates from 20 to 40 fps. I am aiming for 60 fps. I tried with arm6 (ES 1.1) and the frame rate held steady at 57+fps, but definitely I need ES 2.0 for the shaders so this isn't a viable solution for me.

Do you have any suggestions? Are you able to send me your modified code so that I can try it out on my end? I am close to finishing this project (eta of release in 2 weeks), so this is a high priority item for me as it's the last thing left to do.

Side note: on iPad 2 and 3, I get a solid 60 fps with everything on screen. God I wish I can just target those. :)


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