Display text drops my fps from 60 to 18 ! why?!
Hello guys i just discovered something very disturbing,
When my game is in the gameover screen it has display text to display the score ,
now i noticed that the fps is 18! and i started to comment out rules and to my amazement the display text caused it!
turn it off , 60fps , turn it on , 17fps !
i must say its 6 display text in one actor but still! 6 display text rules drops 40fps from our game?!
Common GS , how long is it going to take to give us a proper display text?!
What i did is remove the Text behavior from the actor and gave it to a new actor with no other rules,
Now the fps is on 48 , i can leave with that but that was really annoying,
I hope this info will help some of you in searching fps drops for no reason.
Roy.
When my game is in the gameover screen it has display text to display the score ,
now i noticed that the fps is 18! and i started to comment out rules and to my amazement the display text caused it!
turn it off , 60fps , turn it on , 17fps !
i must say its 6 display text in one actor but still! 6 display text rules drops 40fps from our game?!
Common GS , how long is it going to take to give us a proper display text?!
What i did is remove the Text behavior from the actor and gave it to a new actor with no other rules,
Now the fps is on 48 , i can leave with that but that was really annoying,
I hope this info will help some of you in searching fps drops for no reason.
Roy.
Comments
cheers kipper
Oh well.
It constantly check the entered attribute even if it does not change, moreover it constrain itself to the actor position.
So it is really bad to use display text other than to display attributes for testing purposes. For everything else use custom fonts. They can also be used for real time scores without using constraints.
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I have a game that, I too, almost abandoned because my fps was around 8-12, but I was using the display text to help de-bug things and see what attributes were firing when and such...
Most of these were moving actors (some stationary).
Guess my question really is more if moving actors with display text eats more fps than stationary actors.
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On a side not, there is WAY to much guess work with using GS. It's really annoying sometimes. Is it SO much to ask for some clear cut official guidelines from the GS coders of how to best optimise a project? The info in the wiki is very minimal.
I Agree with Shaz, to many question to know how to optimize a code, GS should have better stuff for this.
Roy.
It makes me wonder whether GS is going about things "back to front" - instead of checking attributes for being changed constantly, why not check the RULES every time an attribute is changed? That way, if, say, a dialogue line only changes every five seconds, it's not constantly draining cycles seeing if it's not changed. But something that changes a lot - an actor's x position, for example - would still have the same cost as now as it fires the constrain rules associated with it as it moves. Maybe this is naive from a coding perspective, but it sure seems like common sense.
I'm guessing that there is some type of excessive looping that is resulting in either the rules you are using, or how often the attributes are being updated.
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When self.alpha = 1
display text
display text
display text
display text
display text
display text
I have 6 display text rules grouped together .
once iv'e taken those rules and gave them to a NEW actor with no other rules other than the text , fps jumped back to 58-60 , im just glad i noticed that cause naturally i never suspect text behavior for performance issues , but now i will!
Roy.
Thx!
To check framerate you have to install the GS Viewer on your device.
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【ツ】iPhone Icon Pack 【ツ】 - 【ツ】Graphic Pack【ツ】
Free GS demo: High score simple and advanced; Game Center; App Rating System