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Thread: Frame rate issue

  1. #1
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    Frame rate issue

    Hi,

    I currently have a problem of framerate. The issue is simple. I try to have a static framerate equal to 60 on all devices (at least on iPhone4). However, when I set the framerate in MMF2 to 60, I only get 30 in iOS... When I set the framerate to 1000 in MMF2, I get 60 in iOS... That's really strange. I firstly though that's because I have more than 400 active objects at the same time with FX but when I disable all FX, I still have a static framerate of 30 on iOS.

    Do you know a way to get framerate at 60 in iOS?

    Thanks in advance

  2. #2
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    After some tests, it seems that Math calculations are VERY resources intensive...

    A calculation like this one: "Min(VirtualWidth-screen_w/2-margin_w, X( "ball" )-margin_w)" cost something like 5 frames (it drops my FPS from 30 to 25).

    EDIT: And another note about performance, it seems that resizing an active object (32x32) with a scale like 48x will also make a noticeable fps drop.

  3. #3
    Clickteam Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export Module
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    I'm not an expert on matters iOS, but if the calculations are genuinely degrading performance that much (which seems strange) then first off I'd try pre-calculating as much of the expression as possible... Only one side of the expressions (the ball X coordinate) appears to be changeable there, so you can eliminate that. There is the possibility that the min function is slowing it down and not the calculation of its arguments, but it's a simple mathematical operator at the end of the day so it doesn't seem to make sense. How exactly are you calling those calculations? In a fastloop or similar loop structure? If so, how many times does that loop run?

  4. #4
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    It's not called in a loop but called each frame (to center screen to the ball). I don't know really if it's the calculation or if it's something else which slowdown (maybe it's recentering the screen to the ball which slowdown and not the calculation at all). Also, what do you think about the resize of an object? Knowing it's an OpenGL runtime, resizing a 32x32 sprite to 1536x1536 should not slowdown that much the game, isn't it?

    My problem may be related to this issue: http://community.clickteam.com/threads/79818-big-performance-problem-when-active-objects-overlap-257-9

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