Hi guys, I've been working for a while with Starling framework on mobile, it works really good in all platforms except ipad1, I am afraid I won't be able to carry on working with it if I can't manage to make it run properly on ipad1, unfortunatelly ipad1 is still so important, there are still lots of users using ipad1. I might have to go back to cpu mode on ipad1.
it is really sad, i am soooooo happy with air 3.2 (Starling framework) running on different androids, iphone 4s and ipad2, it runs at solid 60 fps, no delays, so smooth.. problem is when I try exactly the same .IPA on ipad1, god! it is really bad, about 5 times slower, it runs even worse than Amazon Kindle Fire how come!?
any ideas? has anyone dealt with similar problems on ipad1?
thanks.
Starling is a great framework. It has fallbacks. Chances are you're either trying to do too much at once with too high of an expectation of ipad1, or you're falling back to CPU blitting.
I struggle greatly with ipad1 with CPU blitting myself. But lets not compare in an unfair way. iPad1 comes with a single A4 processor. iPad2 comes with more memory and dual core A5 processors. Wednesday they may be debuting iPad3 with who knows what, dual/quad a5x? Dual/quad A6? They're going to need a good performance bump (CPU, GPU (mostly)) if they plan on rolling out retina.
The performance of CPU blitting between ipad1 and 2 is night and day. It's almost silky smooth on ipad2 but it's border line acceptible on ipad1.
The GPU is a PowerVR SGX 543MP2 on the ipad2 which Apple claimed was 9x faster. Is it any shock it's doing better with Starling or Stage3D?
I'm in your boat in desiring to put ipad1 to bed. I hope ipad3 will open the door for that pretty soon. But bottom line, if you really want ipad1, you're going to need a fallback. Starling has that, but if you do 'too much at once', ipad1 will surely die. Perhaps how much you do at once needs a code branch specifically for ipad1 to assule you don't do too much.
In what regard? I haven't noticed any CPU improvements to be honest. The only thing I noticed is a very short amount of data being transmitted in the background and it's entirely random. From about 1MB~5MB, then it stalls. Outside that I haven't messed much with the GPU so are you referring to the GPU or Spark Components, or?
Sorry, I was referring to gpu performance.
My game was working perfectly smooth with SDK 3.1, but I needed some features from Air 3.2
So when I upgraded to 3.2 I noticed a significant drop in performace, especially on iPad 1 (looked like ~10 fps).
I spent the whole day trying different settings for RenderMode, StageQuality, cacheAsBitmap etc. without any luck.
Then I downloaded SDK 3.3 and it's a huge difference, animation is super smooth again!
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