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performance bottlenecks in iOS and android #110
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-Program SIMD. Some parts can be improved with NEON |
I saw cocos2d-x form. I think it is strange. |
sorry. what does form mean? |
Cocos2d-x Forums. I'm sorry for typo |
i think so too. |
maybe something wrong in rendering |
I think the effects call 4 or 5 times drawElement by a frame. |
I'm checking how many times drawElement is called by a frame at first. I think that bottle neck is a sending time of vertecies data between gpu and cpu. Next I check it on smartphone and find bottle necks. Sword_Ember is only for PC. |
And do you mean that "i mark" is comment out? |
yes. |
I'm very sorry for my iPhone's connector is something wrong. |
I bought iPhoneSE which has a same spec to iPhone6s. |
Add a few more items, how many can maintain fps60? |
I try it |
I'm sleeping. In japan, it is 1 o'clock. I return a result tommorow |
have a good dream |
Three homings decreases FPS under 60fps (40~60fps) |
Looking forward to your good news. |
Good news. This version has not be tested yet on Android, so this version is on branch https://github.com/effekseer/EffekseerForCocos2d-x/tree/optimized And you need to change as follows.
8000 is the maximum number of sprites generated in an application. |
How about the performance of the unity platform in iOS? |
This is my personal opinion. Effekseer is optimizing and update a few days after. It is not opinion for effects. I think that to realize 100 roles and rich effects at the same time is very difficult on current smartphone. |
Still thank you for everything. |
Looks very good. To optimize it, I have any ideas.
We are implementing Effekseer 1.4, which is multi platform version and going to show draw call on the editor. It can easy to optimize.
3, Multithreading
I have questions.
If you cannot show an information on a public, please send a mail. |
just like http://yxwd.qq.com this game. |
When does the 1.4 version be released? |
Thank you. I'll play your game and check it. I plan to release 1.4 beta in early May on Github. |
thx. I will follow it. |
It's can play 50 homings maintaining 60 fps. |
When the number of vertices exceeds a certain value, the display will be wrong. |
You can set this param more than 8000. Thank you your information, I can fix these bugs. |
I almost completed the battle of my project. iPhone6/iPhone6s/iPhone7/iPhone8/iPhoneX : Perfect performance. Very strange. Is this article helpful? |
I feel very strange too I have questions.
I trying to parallel computing now. I hope this optimization help you. |
by the way. |
Can you send me this effect? |
Thank you. I will check it. I'm sleeping. |
Thank you. ; ) |
I close the mapbuffer and bufferrange. |
Does this change get enough performance? |
No improvement at all. Still 10-12fps/s. |
OK. |
Finally, I found the reason. void Renderer::setupVBO() It's running OK. 30fps/s How to fix it? |
Thank you !!!!!!!!! By the way, may I remove division count parameter in ring and track? -So I have a new idea. |
I think it can be removed. : ) |
OK!! Please wait for few days. |
https://github.com/effekseer/EffekseerForCocos2d-x I updated. Is it OK?
where spriteSize is larger than 100, but VBO size is lower than 65536. |
I think it is OK. |
And another question, |
I think it is true. |
OK, I will check it. |
I tested in ZTE C880U: I think you can remove Triple buffering. It 's using with mutiThread render. But cocos is simpleThread render. I optimize the code. |
I fixed it. https://github.com/effekseer/EffekseerForCocos2d-x Is it OK? |
Thank you, I will try to fix |
It's OK |
Thank you for your help. |
Is there a better way to optimize?
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