Cocos2d-x and Android

*note the screenshot above was taken from an iphone, hence the 60 fps.

@slackmoehrle Sorry i wasn’t able to make a test project for you guys yet.

ParticleQuads are a known issue and seems to take the performance down on android. So i removed them but i have still have a fps rate of ~20. On s6 ~20 is really pathetic so i kept on removing stuff from my gameplay.

So it turns out Clipping nodes and stencils were the Major issue with the performance drop. Removing these takes the fps back to 60.

Im not sure if the progress timer or the ui::Slider has a role in this or not, but I will make further tests when i get free time.

In another scene with rain(a 10 frame sprite on a runAction(repeatForever)). Causes a major drop in frames. The whole sprite sheet is only 512x512 texture.

So basically on s6, estimated fps drops were.

ClippingNodes(using 6-8 in a scene) : fps drop ~30 fps
Particles( 30max particles): fps drop ~25 fps
Full Screen SpriteSheet Rain( 512x512 texture 10 frames): fps drop ~ 20fps

the things mentioned above have no performance issues in iOS and work perfectly with ~58 fps.

@Jgod I am creating & destroying a lot of sprites on-the-fly, this effects the android version a bit i guess i have to change A LOT of things. :slight_smile:

thanks for the help guys @Jgod @jjeorijjang

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