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Thread: Framerate cap not working on device since latest update

  1. #21
    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export ModuleXNA Export Module
    colej_uk's Avatar
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    Thanks for the tip, I'll try this later.

  2. #22
    Clickteam Clickteam
    Anders's Avatar
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    Diablohead:
    I have profiled your game quite a bit now.
    Actually the majority of the CPU time was spent in the counters you placed on the screen for debug values.
    For the next version the counters will only use 1/3 of the CPU time than before (nice improvement).
    I'm guessing for your final version of the game it will now show all those counters and therefore be much faster.

    Regarding to you getting a lot of speed out of changing the optimization level in XCode:
    Did you change your build-mode to 'Release' as well? The 'Release' build mode already has it's optimzation level set to 'Fastest' which should be slightly better than 'fastest/smallest' (from what I know).
    We will change the default build-mode from 'Debug' to 'Release' in the next version so nobody should be expeciencing any slowdowns because of running in Debug mode any longer.

  3. #23
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Diablohead's Avatar
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    Quote Originally Posted by Andos View Post
    Diablohead:
    I have profiled your game quite a bit now.
    Actually the majority of the CPU time was spent in the counters you placed on the screen for debug values.
    For the next version the counters will only use 1/3 of the CPU time than before (nice improvement).
    I'm guessing for your final version of the game it will now show all those counters and therefore be much faster.

    Regarding to you getting a lot of speed out of changing the optimization level in XCode:
    Did you change your build-mode to 'Release' as well? The 'Release' build mode already has it's optimzation level set to 'Fastest' which should be slightly better than 'fastest/smallest' (from what I know).
    We will change the default build-mode from 'Debug' to 'Release' in the next version so nobody should be expeciencing any slowdowns because of running in Debug mode any longer.
    Glad to hear about counter performance, the game would speed up when I made them invisible so I thought something was up with them.

    As for release settings, yeah it always has been by default for me, however making things smallest/fastest gives me like 200% boost in performance.

  4. #24
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    @Andos Where in XCode 4 would I switch it to Release build mode? I have never done any of these optimizations.

  5. #25
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
    DistantJ's Avatar
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    Change it to XCode Final Project in MMF and it'll do it for you. Otherwise it's a dropdown in the project info page (click the project itself and go to the info tab). You'll need to learn this stuff though for when you release your game, you gotta do a few things in Xcode to make it distributable.

  6. #26
    Clicker iOS Export Module

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    I don't think thats true. I still have to switch it over manually with Xcode final Project, though i'm still using the last official release so i don't know if this is a new change? In fact i been trying to work out how to change it to release mode by default, but there doesn't appear to be a preference for it that i can find.

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