I decided to do some performance testing on a Crosswalk build after experiencing a somewhat disappointing 42 FPS on my game on a Samsung Galaxy S4.
I'm trying to isolate exactly what parts of my game are slowing it down.
Step 1 was to make a blank screen at 1280 x 720 with an FPS display (using text object) as a baseline. This yielded the expected 60 FPS.
So I decided to add a simple scrolling transparent layer. This consisted of a tiling background about 180 x 720 that I had set to 50% alpha. I was suprised to see that this alone dropped the frame rate to 45 FPS! Just one semi-transparent layer with nothing else.
As a comparison, my entire game has 4 layers (3 scrolling) multiple large sprites and sound, about 40 events and is at 42 FPS. Not sure what to make of this but it appears there is a large penalty for having ANY moving objects but after that only an incremental penalty for having many more.
Just wondering what kinds of results others might be having?