Drawcall batching in iOS has no performance Improvement?

I downloaded the latest cocos2dx3.16 code
Test Environment iphone6s release mode
The running project : Lua-empty-test iOS

Run the following code separately.

 for i = 1, 5000 do
     local sp = cc.Sprite:create("menu1.png")
     sp:setPosition(100, 100)
     sceneGame:addChild(sp)
 end

for i = 1, 2500 do
    local sp = cc.Sprite:create("menu1.png")
    sp:setPosition(100, 100)
    sceneGame:addChild(sp)

    local sp = cc.Sprite:create("menu3.png")
    sp:setPosition(100, 100)
    sceneGame:addChild(sp)
end

1 drawcall and 5000 drawcalls
The fps is almost the same.

1 Like

I think menu1.png and menu3.png must be on the same spritesheet don’t they?