Cocos2d simulator / device framerate - ios

I just started learning cocos2d for iPhone and the framerate problem hit me.
I see the framerate drop sometimes to 30 fps on the simulator but on my iPhone 5 it runs at 60 fps.
So I was wondering, will it cause me any problems on other devices? (4, 4S)

FPS (Frames per second) depends on device's hardware capability.So when you are running on simulator or old version iOS device. You will get 30 FPS.
By default FPS is 60.
So, You are on right track.
Good Luck !!!

Related

What are the FPS of the FaceTime Camera for the iPhone 6S vs 7+ vs X vs iPad Pro?

We are capturing video from iOS devices and processing it using OpenGL but are encountering a FPS difference between the devices when trying to set them at their maximum rate.
The iPhone 6S and iPad Pro FaceTime cameras are maxing at 60 fps.
The 7+ and iPhone X however are maxing at 30 fps.
It seems unusual that the FPS would decrease with later versions of Apple's hardware. We are trying to figure out if this is a software issue or simply the technical specifications for the frame rate for the FaceTime camera.
We looked on Apple's technical specifications page but the frame rates of the FaceTime cameras aren't listed (though the rear cameras are.) For example:
https://www.apple.com/iphone-6s/specs/
https://www.apple.com/iphone-x/specs/
What are the FPS of the FaceTime Camera for the iPhone 6S vs 7+ vs X vs iPad Pro?
It looks like you’re correct. According to Apple’s iOS Device Compatibility Reference...
iPhone 6s series front camera does up to 60 FPS (all formats)
iPhone 7 series front camera does up to 30 FPS
iPhone 8 series / X front camera does up to 60 FPS, but only in binned formats (so you probably need to set the device’s activeFormat, not just choose a preset)
iPad Pro info is also in the tables at that link.

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.

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

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.

drastic drop in fps on iPad

I made an iPhone app using Apple's SceneKit. On iPhone 5s the app runs with 60fps with very occasional drops to 40fps (I think that happens when not much is changing in the scene). I tried to run the same app, made absolutely no chnages to the code, on an iPad 3 and the app has a huuuuge lag. fps never go above 16. I was comparing the gpu models of 5s and iPad 3 and they are both A7. Why am I experiencing such drastic drop in fps? Is this a hardware problem and I need to lower the graphical intensity of my app?
Edit: the iPad is 3 years in use iOS9, 5s 7 months and runs iOS8.4
They have different GPUs and CPUs.
The iPad 3 was the first with a retina display which means 4 times display resulution over the iPad2. The Pad was quickly replaced with the iPad 4 wich had a stromger GPU with higher clockspeed. Btw the iPad 3 had aARM-Cortex A9 CPU with 1 Ghz and the iPad 4 came with one of Apples first oen CPUs called Apple Swift running at 1,4 GHz.
As for your scene. Might be best if you create less objects on that device or exclude it from the compability list.

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.

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