Hi,
I am testing a few prototypes and sometimes notice that they lag a little bit on my device (ios).
For example, when I touch a button the app reacts with a certain delay.
If I close a few apps from the multitasking tray, the app reacts better.It does not seem to be related to the FPS.
So I would like to understand : where is that lag coming from?
- Is the size of my textures too big?
- Is the number of files in memory too big?
- Are the operations that I ask to the app too heavy? (box2D, etc)
As you can see, my understanding of what is treated by the CPU, GPU (if any, in a mobile device?), and what is in RAM is limited.
Ideally, I would like to be able to identify each kind of lag/error/crash.
How can I identify this type of lag, and even better track it?
Comments
I am not sure it's on Gideros' side, most probably it's on mine because I haven't started optimizing my textures, understanding what is the maximum size (ko and resolution) of my images, etc...
I was just developing on desktop without memory constraints.
I didn't find any information about it in the docs, but maybe I am not looking at the right place.
https://deluxepixel.com
I still do not know how to apply image scales with texture packer.
Likes: vitalitymobile, SinisterSoft
1. if you're using 2013.06 or 2013.06.1, can you update to 2013.06.2?
2. Can you check if your fps is stable with this code: http://www.giderosmobile.com/forum/discussion/486/how-do-i-display-fps#Item_7
3. You can see the current texture memory usage with application:getTextureMemoryUsage(). You can compare it with your device's memory.
Likes: SinisterSoft, Mells
Dislikes: mehmetuysal
here is an update :
1. Using 2013.06.2 *really* improved things. I don't know what changed but it's definitely an improvement, and my game is a really simple one.
2. My fps is stable at 59~60fps
3. application:getTextureMemoryUsage() gives me "56700".
I have no idea if that sounds big or not?