Slows down the iPad retina simulator 6.0 - ios

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.

Related

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

Why does my app display differently on the iPad than simulator?

I'm fairly new to developing. My app is graphic heavy with some animation using timers. I am testing on a 4th gen iPad retina. In simulator (Xcode 5) the timers I have going for animations run slower than on the iPad, and some other graphic features (like things fading in and out) don't work the same in simulator as the iPad build. Should I trust the iPad's build and not the simulator? Should I also test on different iPad models to check if the graphic animations run correctly on different models or are they likely to run the same?
I focus on UI art & have experience with making graphics rather than dealing with the Xcode environment itself, so any info about how programmed animation views display on different devices or different environments would be really helpful.
Rule one of developing apps: Always test on a hardware device
The hardware device has a ARM CPU for dealing with normal stuff like calculations and a GPU to accelerate the graphics. The GPU's on iOS devices are pretty powerful and comparable with GPU's of desktop computers a few generations back. Your simulator does not have that and will have problems rendering some of the more heavy stuff because it simulates the device and does not run directly on actual hardware.
I would also suggest that you check out the slowest device possible for the iOS generation you will be targeting in hardware. For instance an iPhone 3GS will still run iOS 6 applications. So if you are targeting iOS 6 or better and it runs well on that device, it will be doing fine on all others in terms of performance.

Optimization of iOS6+ images game

I have a game on the Apple Store, we make it to iPhone with retina & non-retina images. We are exporting to iPad and making it universal app.
But the main problem it's that the app its 45MB without iPad with iPad retina & non-retina, I think will get more than 100MB
I was thinking removing the normal images and leave the #2x as the normal images. And for preventing 3GS devices I upgrade it to iOS7.
What do you think? or how do you solve this issues in your games?
Note: we have the app in spanish & english, and because we render some text with shadows and stuff, we add it as images, so in some cases we have 8 assets per image :S
Thanks!

If an app works on the iPad 2 is it necessary to test it on the iPad mini?

It may seem like you would always want to test your app on all devices that Apple offers: the iPad 2, iPad mini, and iPad 4. But its expensive or difficult to obtain all three devices and keep them around just for testing.
The iPad 2 and mini both have 512MB DDR2, use the 1GHz dual core A9, a Dual-core PowerVR SGX543MP2 and have the same screen resolution. It seems like its the same hardware all together.
Is there likely to be any difference between these two devices that could cause a problem with an app, other than the obvious physically smaller screen size?
Honestly it depends on what the app is. Like you said, screen size is different, but that may have a small effect on the usability of the app.
Other than that, I don't know. Sorry.

Poor OpenGL graphics Quality on First Generation iPad

I am using NinevehGL graphics library for rendering 3D models for an iOS application.
The rendering is quite good on the simulator and works well on iPhone 4S, iPad 2 and other recent devices.
But the quality is not as good on first generation iPad.
see the images
iPad(First Gen) As well as iPhone 3GS:
iPhone 4S:
Basically the gradient effect on iPad is very poor.. I am not worried about the antialiasing at the moment,, but I am worried about the clear difference in the gradient change of color.. in the first image one can clearly see the dark and bright regions.. but in the second image such regions are not so distinct.
Is this a device specific thing or are there any build settings that I can change to get better graphics for this version of iPad?

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