ah sorry, wrong name…
http://www.closier.nl/RoomDemoMobileCR.apk
Optimizing for AIR 3.2 for AndroidSoftware: Away3D 4.x |
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Fabrice Closier, Administrator
Posted: 19 March 2012 02:54 PM Total Posts: 1265 [ # 16 ]
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Baush, Sr. Member
Posted: 20 March 2012 05:25 PM Total Posts: 135 [ # 18 ] I managed to get 20fps tops, but my scene is a bit more complex with height terrain, trees, water and some objects. Perhaps I need to optimize the game logic code a bit more, there may be something slowing it down.. Have you managed to get something complex running smoothly (other than viewing a 3d model viewer) with game logic, mouse interaction, etc? Thanks a bunch!
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3dNewb, Sr. Member
Posted: 20 March 2012 07:33 PM Total Posts: 105 [ # 19 ] I have a rather complex scene going on, trees, buildings, a plane flying around. I found that the actual bottleneck is not the amount of vertices or triangles, it is the amount of objects. So 600 very simple plane meshes gets you 8 FPS, but if you merge the geometry, you get a whopping 60 FPS. So if you can, merge as many static objects as possible. Also:
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Phasor, Newbie
Posted: 04 April 2012 06:25 PM Total Posts: 5 [ # 21 ] Hi Fabrice, Also, when you touch and move the camera, the response is a bit slow, like if the mouse/touch/tap/swipe controls where delayed. In which devices did you get 60fps? Thanks so much!
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Fabrice Closier, Administrator
Posted: 05 April 2012 08:42 AM Total Posts: 1265 [ # 23 ] @Phasor
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Fabrice Closier, Administrator
Posted: 05 April 2012 11:06 AM Total Posts: 1265 [ # 25 ] Same device with active apps/process in background would give you lower performance results. Memory, chip sets, disc space, busy cloud service etc… You can choose to work with an average device per OS and make it run ok so that slightly lower performant ones could still handle the load. Or specifically target a device. Tho there too, there is not really solid rock ways to be sure it will run ok. Take for instance the new IPad and IPad2. You would expect the new one outperforms the old one… And these apps can be installed on gen 1 too. To me it comes down to this: don’t focus too much on device, just ensure your content is optimized as hell first. Then start test on most widely spreaded devices. If you do not have access/own other devices, spread your content to friends so they could test for you. With Android it’s super easy to do so, for IOS there are solutions such as testflightapp.com to let others put your test apps on their devices.
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Fabrice Closier, Administrator
Posted: 05 April 2012 12:48 PM Total Posts: 1265 [ # 27 ] the “CR” in my url stands for captive runtime…
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Baush, Sr. Member
Posted: 05 April 2012 12:55 PM Total Posts: 135 [ # 28 ] Thanks Fabrice. Closing all running apps improved the fps by about 4-5fps. I’ve seen some native 3d games on android with options to lower the resolution of the rendered area (and stretch/scale to full screen) to improve performance. Are you aware of any air descriptor / api options that could achieve the same result? as the 3d rendering is done as a backdrop, I assume playing with the scale attribute of the view wouldn’t affect anything. Thanks!
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Fabrice Closier, Administrator
Posted: 05 April 2012 01:58 PM Total Posts: 1265 [ # 29 ] Not a descriptor option as far as I know for that. You should be able to do this using as3 without problems. Closing all running apps improved the fps by about 4-5fps.
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