Quick Q Regarding Performance

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Firebase: Analytics, Dynamic Links, Remote Config, Performance, Crashlytics on Android, iOS & Web Browser
  • At the moment I'm testing my games on PC, iPad 3, and Windows Phone 8 (Lumia 920) via LAN testing. After looking into CocoonJS (which I think is required for porting to iOS?) it says something about accelerating performance to native quality?

    Does this mean that I'll see better performance on my iPad 3 after porting the game through CocoonJS than I'm currently seeing through LAN testing? Or is the frame rate from LAN testing pretty much identical to how the game will run after porting?

    Thanks for reading <img src="smileys/smiley12.gif" border="0" align="middle" />

  • You'll get much better performance in everything but physics. I don't even bother testing over LAN because of how poor the performance is.

  • Wow, that's awesome news! I've been panicking about seeing frame rates dip into the 30's on my iPad 3, and wondering if I'd have to start cutting out entire features. Still, I'll aim to stay above 30fps with LAN testing, and aggressively optimize to reach that goal - that way I should have no issues with final app performance <img src="smileys/smiley1.gif" border="0" align="middle" />

    Is there a guide to porting a game to iOS for testing?

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  • Safari for iOS does hardware-accelerate the canvas, but it still benchmarks slower than CocoonJS IIRC, so it will probably preview slower than CocoonJS will really run. The Android stock browser is terrible, but Chrome for Android should work similarly to Safari iOS (a little slower than CocoonJS). It's fairly easy to try out quickly with the CocoonJS launcher, but it's not as quick and easy as using preview-over-LAN.

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