Why is my game so slow on my new Galaxy S3 ?

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spicypixel

Quote from: bigsofty on 2012-Jul-17
Have you tried profiling your game?

I can't see any info in the GLB help about profiling, can you enlighten me as to how this is implemented and what exactly it does. Thanks in advance :)
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Wampus

This is very strange. JFG I'd be very interested to hear what turns up with your testing.

Also, Falstaff you mentioned those rendering errors and it looks like you have an Adreno GPU in your phone rather than the Mali-400 series (which seems to perform rather well on the S2). Does anyone have an S3 here that wasn't bought in North America? It should have a Mali GPU in that case.

Btw Crivens it seems crazy to me that sprite commands could ever be faster than the equivalent in polyvectors. I'd have to see it with my own eyes to believe it. :)

erico

Quote from: Wampus on 2012-Nov-23
...
Btw Crivens it seems crazy to me that sprite commands could ever be faster than the equivalent in polyvectors. I'd have to see it with my own eyes to believe it. :)

It is a lot faster on the caanoo too, not that it has anything in common with an S3.

Crivens

Well it's definitely the problem on my latest XCode 4.5 project. Even a single simple gradient significantly slowed down my app on an iPod 4th gen. It's important to note my last project used these sort of effects with no issues in XCode 3.2.

Cheers
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erico

...then it must be an apple feature! ;)

Crivens

Heheh yeah. Seems ok on every other device. All I can think is XCode has changed things since 3.2 that significantly is slowing down my iPod touch when it comes to polyvectors. Everything else seems fine.

I just mentioned it as its a recent discovery of mine and it is worth testing both ways to make sure

Cheers
Current fave quote: Cause you like musicians and I like people with boobs.

spacefractal

Colored poly vectors is pretty slow. Even a single font with few triangles slowdown too much. So it's a clearly bug somewhere. But flat polygons without using the last argument is not effected.

Mightbeen we should split the thread around gradient to bug section? It's might use some wrong format?
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bigsofty

#22
Quote from: spicypixel on 2012-Nov-23
Quote from: bigsofty on 2012-Jul-17
Have you tried profiling your game?

I can't see any info in the GLB help about profiling, can you enlighten me as to how this is implemented and what exactly it does. Thanks in advance :)

"Doh!", just noticed this, sorry for the slow reply.

You probably know this well by now Spicy but just in case...

Under the "Compiler" menu, click "Profiler" then "Active".
Run your code then exit.
Got back to "Profiler" then click on "Output".
The GLB editor will then open a tab with the profile.

I seem to easily loose track of threads in the forum. :(

BTW: The purpose of the profiler is to show how fast or slow your code is, split into a per subroutine list. It's an optimisation tool.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

spicypixel

Quote from: bigsofty on 2012-Nov-25
Under the "Compiler" menu, click "Profiler" then "Active".
Run your code then exit.
Got back to "Profiler" then click on "Output".
The GLB editor will then open a tab with the profile.

Thank you  :good:
http://www.spicypixel.net | http://www.facebook.com/SpicyPixel.NET

Comps Owned - ZX.81, ZX.48K, ZX.128K+2, Vic20, C64, Atari-ST, A500.600.1200, PC, Apple Mini-Mac.

erico

Quote from: Ocean on 2012-Nov-25
Quote from: bigsofty on 2012-Jul-17
Have you tried profiling your game?

Like making backups, profiling is for cowards!     :bed:

Beta testing too!  :D

Kitty Hello

Coloured polyvector on egl is mostly very slow. I can't see a way to improve it. Try teinting the texture where possible.