Is it possible to disable the retina resolution on the iPhone4 and display non-retina 320x480?
I am having some really poor performance on this device, and want to only disable retina for iPhone4 and not across all devices.






Is it possible to disable the retina resolution on the iPhone4 and display non-retina 320x480?
I am having some really poor performance on this device, and want to only disable retina for iPhone4 and not across all devices.




you think its poor now... just wait until IOS 8 is released! Sorry, I'm still mad about apple's policy of breaking older devices to ensure the masses keep buying. My game worked flawlessly on iPhone 4 until IOS 6.
A dynamic resolution with the way fusion works would be like zooming in to the point where you would in a way need to make a new game version with half sized objects.
I have a lot of trouble keeping performance and visual balance for devices but in the end I bit the bullet and limited my game to be stable on a dual core 4S or iPod Touch 5th and above, and keeping it at that.






Yeah I had to drop the framerate to 24 on the iPhone4 and speed up all movement to match the lower framerate. A painful tweaking process on the platform movement object.
Wasn't there some kind of function in MMF2 Dev iOS that could change the resolution for the entire application? I guess maybe it couldn't be done in realtime.












You can do it without using some sort of zoom feature. I'm using 378 x 213 and most my sprites are around 16x16 I also have it set in the iOS options to Fit inside and adjust window size.
How I made my calculation of a perfect screen size for the iPhone was take the iPhone resolution and cut it down by 1/3rd. The game is running smooth so far and haven't had any issues. The hardest part is android how ever... It seems to be running a bit slow...






Yeah I think I could have optimized it a lot better with what I have learned now. But it's a bit to late with all the separate frames I got in there.
The android exporter is much slower, a 568 x 320 60fps platformer with a bunch of sprites and transparent objects will bring a tegra 4 device down to it's knees. I think it's due to the exporter having to do some kind of double emulation to run on android? so it's losing a lot of performance due to that.



Dynamic resolution is mandatory to have a great engine for mobile games...
Actually it's impossible to have a real game with high performances on every devices... The only way is to copy all the scenes with the good graphics associated and play the scenes depending the width of device.
I hope soon we will ba able to configure some "sets" of graphics and have them replaced automatically depending the resolution of the device.
Hi Wily, do you succeed in increasing speed performance after dropping your app to 24FPS but increasing object speed to compensate? My colleague and I have about 10 active objects moving around as AI. Another 200 objects are static - How do we increase speed? Example: now EI Speed set at 1 or 2. Do we increase to 3 and 6 now that FPS is reduced to a third of original app speed of 60 fps?
Will anyone of you know about how to reduce FPS but increase object speed? My app is running only 20fps on iPhone 4S. My colleague and I are desperate to try anything to up speed of play. Thank you in advance.