Game Development Community

Frame rate on the iPhone

by Dave Rushton · in Torque 2D for the iPhone · 11/03/2009 (3:22 am) · 2 replies

I am trying to speed up the frame rate on the iPhone. I have a very large amount of great looking art. Does anyone know if I would be better off to have a whole bunch of small objects or a much smaller number of very large objects. Is there a magic number in size that I shouldn't go beyond? Does it have any negative effect on frame rate)or anything else other than appearance) to take a smaller piece of art and stretch it to 480 X 320?

#1
11/03/2009 (3:37 am)
Unless you have a puzzle game, you won't be able to avoid to go into the C++ realm and optimize things there, remove things you don't need, implement pooling as well as other things. At worst you will have to implement some kind of pseudo batching to reduce the draw calls.

The more you have going on, the larger the requirement to go into the sources.

Also avoid update callbacks in script, because they won't do you any good (ok avoid script in general for anything but trivial things actually)


There is no general borderline on how far you can go.
Also, stretching small pieces of art isn't really a suitable solution because the fillrate is hammered (actually much worse than without stretched), while you save on the draw calls.
#2
11/04/2009 (2:46 am)
Thanks for your help on this!