Hi,
I would like to use some sort of a multilayered parallax background in my projects, and I need to see how much various iDevices can support.
I only have one, so if any of you have the time could you please run this test app? I've uploaded the XCode project and a '.ipa' file (archived app).
If you do run it, you can use your finger to 'move around' if you like, and then, after waiting 10 seconds or so for the FPS counter to stabilise (due to my terrible code), please post what it says and the device you used.
Thanks in advance to anyone who can be bothered :nw:
XCode Project:
http://www.zshare.net/download/847018024a0fd621/ (http://www.zshare.net/download/847018024a0fd621/)
.ipa File:
http://www.zshare.net/download/847019964ed3f741/ (http://www.zshare.net/download/847019964ed3f741/)
Anyone? Well fair enough... I wouldn't do it myself :whistle:
iPhone4: 60-70 fps (without touching anything, it moves from 61 to 72, lol). Mostly 62
Could test later in 3G and 3GS.
Thanks ampos! Great news for me - I was mostly concerned about iPhone 4 performance. My 2G iPod Touch manages around 42 FPS... (With an extra 5 in portrait mode :S)
3GS: 60 FPS.
Thanks ampos. Good news again!
30-31 in iPhone 3G
Thanks again ampos.
Hmm, Serpent it occurs to me that some kind of benchmarking tool could be useful to measure the speed of CPU and GPU power in different platforms with fixed hardware, like iDevices, Wiz, Palm Pre, etc. That way we could get some rough idea of how our apps may perform on such platforms without having to test them directly. A way of crippling faster platforms so they perform more at the level of a targeted slower platform might be useful too (though not necessarily all that accurate, I imagine, and might be hard to do).
I notice that a benchmarking tool is in your 'works in progress' list :good:
The crippling is a very good idea as well. All I can do is wish you good luck - I haven't the slightest idea about how to go about this properly...