The fillrate on iPhone4 is horrible, so horrible that it is not possible to have a full screen backdrop and more than 40fps.
It doesn't matter how you make the backdrop, any solution gives you the same result.
Here is what I have tried in case you are curious:
- Using an active 256x256 with 8 frames, and create 8 duplicates runtime and set the frame depending on their position, plus scale x 1.2
- Using 8 unique 256x256 active images, each with their unique frame and scale x 1.2
- Using one big active picture, or one big quick backdrop
- Using many small 128x128 background images
- No movement, no transparency, no collision no nothing
- Reduce colors
All of them gives me the exact same result, about 35-40fps. The minute I lose the backdrop, I get a solid 60fps
I thought I had too many rotating objects, scaling objects or maybe objects too big in size.
If i disable all of these actions/objects, nothing happens to the fps.
So it looks as if it is not possible to make games for the iphone4 that runs more than 35fps at best.
If someone can disprove this, please, please do.
Here is the weird thing.
This was made when the plugin came out, running on iphone4. I had to cancel this project due to low performance, I'm doing much simple stuff today with a simple static backdrop, but still I'm having horrible performance issues on the iphone4.
If you see a slight stutter it is because it's running at 50fps. But this is not even remotely possible todayl.
If it is due to iOS updates or Fusion updates, I don't know, but I saw the same thing on OYUA so I have to point fingers at Fusion. Sorry guys.
I was hoping for Fusion 2.5 to be the solution, but the performance is dead on with Fusion 2.
So question is!
If you develop for Apple, you can't exclude the iPhone4? So how do you guys handle the horrible performance and the angry customers?
Will Apple disapprove your app if performance is lower than 35fps?