Hi all, i'm getting a loss of performance just by using a background image... i'm doing like everybody else i think:
local bg = Bitmap.new(Texture.new("background.png"))
stage:addChild(bg)
If i don't set any background image, the performance of the game is fine... once i put an image (even low-res ones), the performance is clearly affected... any ideas of what may be wrong?
I can see this running the app using Gideros Player on the phone...
Thanks!
Comments
How do you measure the performance to see its decreasing?
And how much does it decrease?
I can run smoothly for example "Farm Tower", done with AndEngine. I use it too in my apps ("Cute Balance" for example, and it runs Ok) till now that i've found Gideros.
Ok, my device is not the best on earth but it should run an app like Ninja Soup very very smoothly... maybe the problem is related with the player on my device. Maybe if i export the .apk and install it, it runs Ok - i remember a while ago i've tried the .apk of some helicopter game (don't remember the name, but it was made by someone from the community), and it ran Ok... very smoothly indeed.
Do you think it can be the gideros player in the specific device? The player demands for a better device?
Thanks!
I remembered that @GregBug open sourced the game. If possible, can you test that game with the current version of Gideros?
Regards,
and Gidhelix is my first try to "code" with gideros so is not optimized... and is not well coded.
even my upcoming lib (collision system) in the examples/test files i use a background (320x400 tnt collision logo) but i can't notice differences if i put background or not.. (huawei 8650) ...
some time ago i tested a private beta of "super daddio 2" that use a "massive" background and paralax system and run smooth on my huawei device (it's the slower device that i have togheter with ipod 2^gen ... and i test everything on this devices...)
let me know how run Gidhelix...
i'm curious now...
www.tntengine.com
OS Android OS, v2.1 (Eclair)
Chipset Qualcomm MSM7200A
CPU 528 MHz ARM 11
GPU Adreno 130
so not should be so bad:
Supported APIs:
OpenGL ES 1.1
OpenVG 1.1
EGL 1.3
Direct3D Mobile
SVGT 1.2
Direct Draw
GDI
www.tntengine.com
no... but i can try (as soon as i go home from work)
www.tntengine.com
Gidhelix running on my Huawei 8650...
using version v2012.08.4.
Likes: atilim
www.tntengine.com
@cvieira hmm.. it doesn't make sense at all. (maybe after changing landscape to portrait, only half of the background image is visible and OpenGL doesn't fill the region outside)
if for the authors is ok i can upload a video... (@ar2rsawseen ?)
may be a GFX HW limitation/BUG of your device ?
www.tntengine.com
We are actually optimizing it right now to get more performance, but on the other hand adding more animations and small details to make it more polished, so in the end I don't think there would be a difference.
I remember reading from somewhere about splitting large image into small images leads to slight increased performance, or at least shorter loading time?
Mashballs run really fine on my U8650
www.tntengine.com
@GregBug - Thanks for the testing!
I tend to now put all my images onto a packed texture (using Gideros Texture Packer) but I also tend to create a tilemap of my backgrounds and add this image to the texture to save image space and time due to less texture transfers. If all of your images will fit onto one packed texture then you only have to transfer 1 correctly sized texture to the GPU.
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
Maybe in a better device than mine this happens also (decreased performance - measured in FPS - in landscape with background image), but because it runs much faster user does not experience great difference...
Maybe someone can make that test so we can have no doubts... if you have any time available to do the test with some of your games, or a template one (such as soup ninja from @atilim or Gidhelix from @GregBUG), i will be appreciated!
Thanks!