Right, for months I have been trying my best to get the most performance possible out of every iOS device I have and have my game running on it and so far i've done really well, however I have some questions about how MMF2 works exactly for frame rates and such.
Right now I get the best performance on older devices like my 4g touch with vsync on, my game is 30fps in MMF2 and stays 30fps on the ipod touch and runs rather well, however this turns the game into a 60fps game on a more powerful device like my iPhone 5. On PC runtime it's 30fps also.
If I turn off Vsync I get terrible performance issues and lots of slowdown on my touch, but a locked 30fps on my iPhone 5 and PC.
This is causing me a little bit of a headache as I want the better performance but have to cater in for two different frame rates, so for example my gravity and position events are every 0:03 which will average to about 32fps and has no big problems outside of a slightly varying jump height for my character which I just can't seem to fix.
This also effects some events like active overlaying backdrop, add 1 to Y position, it will do twice as many on an iphone 5 due to the 60fps performance.
What I want to ask is why does MMF iOS get a good performance boost on older models when vsync is on even though the game runs at 30fps? it's also a shame that I can't force vsync on or off via an event at the start of the game so I can lock and unlock it depending on iOS model, I feel this would solve some issues. My game has hundreds of actives and so far a good 1200 events which group disable when not in use, and i'm already cutting back on what I can so it's not like I can just remove things to make the game run better with vsync off this far into development, also I want that extra power!
One way I am thinking about trying is running events going by an animation frame which repeats, I have animations to run at 30fps also and this may work like a clock.