Unity3D iOS - scene takes much longer to load on iPhone 6s+ - ios

I've noticed that on the 6S+ the splash screen lasts longer and the scene starts before the splash screen ends. On the others, it went away quite fast.
I've tested on 4, 5, iPad2 and 6S+. Surprisingly, the 6s plus takes the longest to load. I'm using these settings.
(*)I'm using OpenGLES2 as I've heard it's faster than Metal. Having tried Metal too, I haven't seen any considerable performance improvements on the 6s+. I'll stick to it for now, unless I see any considerable difference.

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Xcode iOS Simulator Questions

I have two questions about the iOS Simulator in Xcode for my Unity game:
I am using latest version of all the software involved.
1) Why is it so slow? (I have tried the Cmd+T solution and it does
nothing. Note: The game runs smooth even on a real iPhone 4)
2) Why is the size of the iPad simulator screen bigger than my laptop screen? (I know you can
scale it, but just curious why Apple always tries to make our life
difficult)
When you run game on iOS simulator then your game image runs not completely running on your mobile hardware actually runs in compression mode so seems to be slow.
Having high resolutions Apple deceives have bigger number of pixels on their screen, so its not Screen size but it Screen pixels what we need to concern. And it is for creating more smooth effects on visuals for animation, it is to provide user better quality graphics, not to make your life difficult

iPad Pro simulator + cocos extremely slow on Macbook Air 4 GB RAM

iPad Pro simulators are so slow that they become practically useless when running my cocos2dx game. Theoretical FPS displayed is 60, but all animations take minutes instead of seconds (e.g. 30 seconds instead of a fraction of a second).
I made sure 100 times that Slow Animations are turned off on my simulator.
I've found this topic: iOS Simulator games run very slow (low fps) where the reasons for possible poor simulator performance are explained, but:
First, I can't deduce HOW slow their simulators are (they complain about bad FPS, my theoretical fps is good (???)). I'm getting the impression that they are able to test something while I am not
Second, I need a solution to this problem as I need to test my stuff on an ipad pro 12.9 inch and I don't have the funds to buy one for tests now :) . However, I am thinking on getting a better macbook.
I am using Macbook Air 2014 with 4GB RAM. Do you think this might be the reason? Can anyone tell me whether they are using ipad pro simulators when testing their games (Cocos, Unity, SpriteKit?), and if you get decent speed, then what are your Mac specs that might affect performance (processor, RAM?)
The simulator is not a device and it's performance varies depending on the machine you're running it on, but also the type of device you're simulating.
The iPad Pro devices are both large and have a retina display. The simulator has to process 2732 x 2048 (12.9" 5.6M pixels) and 2048 x 1536 (9.7" 3M pixels). The iPhone 6/6plus and later models have similarly high pixel counts. This takes a lot of CPU+GPU power to render all those pixels.
Your Macbook Air is decent, but it's screen has a much smaller resolution than the simulator and its GPU was chosen with its smaller screen-size in mind. The integrated intel graphics aren't that performant.
If you can test out running the same game/app as a Mac application instead you should see better performance.
My advice:
Use 30fps during daily testing (or when in debug mode) director->setAnimationInterval(1.f/30.f);, if your game requires 60fps for its gameplay then you may want to look into other options.
You can also add one of the non-retina iPad simulators for testing. iPad Mini or iPad 2. Test on the Pro simulators periodically only to check for any positioning/scaling issues.
Render to a small(er) frame buffer and then render the frame buffer scaled up into the final screen buffer.
It is always recommended to get an actual device when doing mobile development as the simulators/emulators don't provide real world performance characteristics.
Even though it's not what you're asking I'd still repeat the key point in the linked answer: Only worry about performance when running on an actual device, and find a way to not have it affect.

Unity Slow performance on iPhone 6 Plus

Unity 5.1.2 iOS 8.4
Ive noticed massive performance issues with iPhone 6 Plus
Tested on iPhones 4s, 5, 6 performance looks about that Running solid 60 FPS
On iPhone 6 Plus however performance is going down to about 22 FPS for some reason. Unity profiler simply shows longer time to render.
Here is the log for iPhone 6 Plus
Notice average frame time is higher and max frame time is doubled that iPhone 4s?
Im wondering if this is just me or the Unity bug, probably with Metal?
I have had this issue before, the iPhone 6 plus will use the metal graphics library by default. Unfortunately this is very buggy at the moment and actually slows everything down! Go to your player settings/Other settings and untick "Automatic Graphics API" and choose OpenGLES2, this is the most stable library at the moment.

Slows down the iPad retina simulator 6.0

I have a game made in cocos2d for iPhone, I've adapted for iPad and works well if not retina.
When I run my game in the retina iPad simulator, the game is very slow, the images of the characters take a lot to load.
Why does this happen? Is the problem the simulator? Am I missing a line of code to run normal?
The code is exactly the iPhone and iPhone is great.
The simulator can have a very different performance profile than a device—in this case your computer’s graphics card might just be struggling to handle the large graphics context of the retina iPad screen. You should always do your performance testing on an actual device, particularly with apps like yours that make use of OpenGL.

A cocos2d program with low frame

I start a iPad game using cocos2d..
When I add a full screen image as its background, the frame decreases to 30..
Is there any way to improve it?
Did iOS Simulator cause this?
CCSprite *background = [CCSprite spriteWithFile:#"demoBackground.png"];
background.position = CGPointMake(winSize.width/2, winSize.height/2);
[self addChild:background];
try to run the app on the real iPad. I had similar issue with images for retina screen. On the simulator it was incredible slow (fps) but on the iPod was very smooth.
I have always found that FPS on Sim for Cocos projects is much lower than on device. You should never pay attention to FPS on a simulator. Always load your projects on a device. This isn't the only reason why. Consider memory usage. With the Sim, you can load all sorts of stuff, but your app may immediate crash on device because they have much less memory available. In general, test your apps on Device. Those natural Memory Warnings that iOS sends your app's delegate will only occur on Device as well, and it's very good to know when you've hit Level 2 warnings, and you won't see that in Sim (at least I never have).
I only use the Sim for testing general positioning and layout results with my code. I never test performance or interactivity on the Sim.
Are you measuring the framerate of the Simulator? That would render your question moot. Simulator performance is irrelevant and misleading as you're only measuring how fast your Mac can run the Simulator. All of your users will be running your app on a device.
On an actual device, a single fullscreen background image will not drop the framerate. You need to be doing a lot of other things as well to drop the framerate below 60 fps even on a 1st generation iPad.

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