Hello all,
We are experiencing significant performance issues on iOS devices, with poor FPS and high battery consumption. Upon profiling, we discovered the following:
- The
frameMove
function consumes about25%
to50%
of the total execution time. - Handling of
touch events
accounts for significant execution time.
Additionally, we came across few older discussion on the Cocos forum
(Android build rendering options for performance - #13 by zhangxm,
[IOS Game Overheating Issue]) that highlights similar performance concerns. We are curious to know if any performance improvements have been made since then, particularly for iOS builds.
Also while profiling our Cocos Creator project in Xcode, we identified a performance bottleneck in Builtins_InterpreterEntryTrampoline
.
These issues are likely from iOS’s restriction on Just-In-Time (JIT) compilation, leading to slower JavaScript execution compared to platforms that allow JIT (such as Android).
Also curious to know how much of a performance difference can be expected with JIT enabled versus without it.
Any suggestions about optimisations or workarounds to improve the performance would be appreciated.
@zhangxm @mr.kylin @pandamicro
Thank you in advance!