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Thread: Iphone5 DEVICE overheat issue

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Decoamorim's Avatar
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    Iphone5 DEVICE overheat issue

    I just noticed that my game running in the iphone5 device starts overheating the device. The game starts running really slow.

    Done some research and found out that the issue is that the processor of the phone is running 100% all the time. And thats whats causes a overheat.


    My game is very dynamic, the concept is waves of enemies thats vary with bosses.

    Someone have some tips to make that overheating stop? Like reduce object creations, my app does have a lot of it, blood weapon swipes enemies creating frequently.

    **Ipad is good so far.

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module
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    Are you sure it is running at 100% all the time? What is your frame rate?

    in xCode you can monitor the CPU usage when you compile to run on your iPhone 5. you can also examine the frame rate and other important factors with the GPU as well as network usage, disk usage. this will allow you to make adjustments and test them. This just helped me a great deal with a game i'm about to release. For me, i had to reduce the number of active objects (it was ok, the style of game made it an acceptable compromise).

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
    Decoamorim's Avatar
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    I just tested...and no is not all the time with 100%....

    The frame rate is set to 60. What do you sugest?

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    Well, again, for me, I reduced the number of active objects. 60 FPS should be fine.

    I'd run the game while attached to xcode and see where the CPU spikes are happening try to determine what's heating up the phone that way.

  5. #5
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Yeah...i just reduced the object creations frequency and gave it a smaller heat....maintained the app running normally.


    But in a long run the device gets hot... =/

  6. #6
    Clickteam Clickteam
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    With your device connected to your mac, try run the profiler:


    Select the time profiler:


    Make sure these checkboxes are checked as in the image:


    Then press the record button in the profiler to play your game for a while (in the frame that makes it overheat).
    Take a screenshot of the statistics screen and post it here.

    That will make it possible for me to tell you what makes your game go slow.

  7. #7
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export Module
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    Here is the print Anders,

    Screen Shot 2015-01-10 at 9.56.09 PM.jpg

    http://postimg.org/image/fd9mlvfeb/
    http://postimg.org/image/n2ctbey8d/

    From 40 seconds forward is that frame.

    thanks

  8. #8
    Clickteam Clickteam
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    It seems it spends a lot of time unpacking compressed data from the .cci file.
    Any chance you can expand the top item on that list "NSData(NSDataExtension) zlibinflate" to reveal where it does this the most? Expanding it down a few levels into the hierarchy would be helpful.

    There can be a number of causes for this but the most likely one is that your app constantly load some image resource from disk - and that can again be caused by a number of things:
    - You manually do it in your events
    - Your app consumes too much memory and is given memory warnings from the iOS operating system.

    When the app receives a memory warning it attempts to free as much image data from memory it can.
    When the image resource is needed again (for drawing on screen) it will be reloaded from disk.

    If you app in general consumes too much memory it goes into this bad cycle where it loads a lot of resources, gets a memory warning, unloads all resources - only to reload them again almost immediately.
    As you can see this is very power consuming but it is necessary or the app will be force-closed by iOS and will look like a crash.

    Your only way to fix this is reduce how much memory you are using.

    If you want I can profile your game more in-depth to figure out exactly where the problem lies.

  9. #9
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    Well... thats seems about whats happening.

    It is a survivor mode fight game...so the enemies keep showing up until you die.
    So when a enemy gets killed it unloads (i am assuming that) and it might be the next one since is a random value that generates the enemy.
    The frame does not end until you die...is eternal you can say.

    And we have also the hit sprites, fire atacks, ground hits and other small objects that are created along the game.

    If i kil that, ill be killing the game actually... so...

    I could send you the file to take a look at it in profiling. How can i do that? Cant do it here, its the hole game.

    (This issue does not happened in ipad)

  10. #10
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    Here is the print of the item you asked...

    http://postimg.org/image/atz4uvjqr/

    I believe my images are too big... i made a size mistake in the beginning, and that's what's consuming too much memory.

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