Setting a counter to FrameRate doesn't current do anything in iOS.
Works fine in MMF, is quite handy to monitor performance within your game.
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Setting a counter to FrameRate doesn't current do anything in iOS.
Works fine in MMF, is quite handy to monitor performance within your game.
Just an update on this, I used the old method of setting a counter and resetting it etc. Seems to be running at the full 60 fps on the simulator but drops to around half on the actual device. This is with no image compression.
With colour reduction enabled as image compression it seems to be the same, half (about 30) compared to the simulator.
I've also tried replacing quite a large quick backdrop I had with a gradient to see if that was hogging some memory, but it didn't seem to make a difference.
Just wondering if MMF is doing some frame limitation on the device, which i'm thinking it isn't as the simulated version runs perfectly.
Make sure you're not compiling in debug mode.
Everything I've made runs full speed on the device, but a little less than full speed in the simulator. I have a year old macbook, and an iphone 3g.
It might depend on the extensions you used as well.
No extensions are being used and debug mode is off :( All the graphics are also low in colour count with no anti-aliasing.
Have you tried scrolling? And can you insert a counter to display your games FPS to check it is full speed on your device?
To further clarify, the frame is 960*640 but also has scrolling (the game is actually 480x320). Could the redrawing from the scrolling have something to do with it? I seem to remember some limitations with JavaME and scrolling, but i'd assume the iPhone has a 100 times better way of rendering graphics.
I've tried scrolling too, no problems.
I'm running in thee lowest resolution though.
The only slowdown I had was when I created and destroyed a bunch of objects every loop. Not to mention a bunch of fast loops for a dynamic shadow engine. But the slow down wasn't that bad. Also wav sound files are choppy when played in quick succession. I think it's a channel problem though.
I have implemented the framerate action, and expression. They now work fine.
thanks :)