Iphone to Ipad camera trick: Ipad performance sucks

LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
edited December 2011 in Working with GS (Mac)
Hey all!

I had originally tried out the camera trick that came out of that lengthy thread. Simply, I just changed the camera size/tracking in the scene editor, and it looks beautiful on Ipad. On previous builds of GS, the performance was good too. Now, Monstrous runs at 60fps on Iphone, but drops to 30 fps on Ipad, including stuttering and game stoppages.

What am I missing?

Thanks

Comments

  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    Has anyone successfully converted their Iphone game in this way? Anything in particular you had to do to change performance?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Alpha Balls HD and Penguin Glide HD are both iPhone apps running at iPAd size. Zero Issues. Alpha Balls HD on Android is Also the same exact iphone version running and nook kindle size using the camera trick with zero issues.

    Instead of putting the changes in the actors go through and manually adjust each scene camera size and see if that does any different.

  • ozboybrianozboybrian PRO Posts: 2,102
    What's the link to this thread? Sounds beneficial.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    @tenrdrmer

    Actually, I haven't done anything with the actors. I had read through to where tshirt had adjusted scene atts, and that's what I did. So, the only thing I did to the project was change the camera size/tracking in each scene. And while it looks great, performance sucks. Though, I haven't made an ad hoc yet. Could it just be a viewer thing?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Always Possible its just the viewer acting up. idk man I have done a couple games now and I have no complaints. I still using the actor with a Change attribute that way I can literally use the exact same project with little to know effort and publish to all three platforms. I just set and attribute for the platform I want to publish to and change it on the Home Scene and hit publish. I have the actors I want to adjust setup. already to adjust based on the platform attribute I set and even have and URLs for rating and such pre set to go to the right URL based on my platform attribute. Makes updating the game a piece of cake since I only have to update one file, and hit publish
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    I'm going to make an adhoc and see if that's the issue. If that's it, then its time to make for ipad, mac, kindle, nook and more!
  • GLGAMESGLGAMES SingaporeMember Posts: 988
    will this method works with ipad resolution downgraded to iphone or ipod touch devices?
  • mu-kowAPPSmu-kowAPPS Member Posts: 233
    @GLGames i think i remember reading that some people were able to use the trick to go from ipad to iphone, dont remember.

    @LiquidGameworks i used the camera resize trick and have had zero performance issues. it was overall a easy/painless conversion too. i just did it for android as well and it worked like a charm.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    @mu-kowAPPS

    I just tried the adhoc, and it sucked too. Now, if you don't mind, could spell out how you changed your project file? In mine, I changed the scene attributes directly, without using an actor. I appreciate it :)
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