Game Development Community

Dramatic fps Changes. :?

by rennie moffat · in iTorque 2D · 03/18/2011 (3:57 pm) · 7 replies

Hi there,
I have a question.

I have been running my game on my device via XCode 4.0 and my game began running very smoothly at 60 + fps. But occasionallly, I would clean after making very minor changes to my scripts, a couple of conditions here and there and it would run at 5fps. I would clean agin and it would runs at 60, then occasional, say 1/5 it would run at 5. Now, it runs at 60 1/5 if at all. Why would I see such dramtic changes in running virtually 99.99% the same program? Has anyone experienced anything like this before?

About the author

My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.


#1
03/19/2011 (8:54 am)
iOS 4.3 with XCode 4 is having all kind of not so nice side effects it seems especially when you build for anything but only ARMV7 (4.3+ do no longer support ARMV6 so I guess their compile it for them too aspect might be a bit fucked up to broken on purpose at worst)
#2
03/19/2011 (1:02 pm)
hmmm.
well i was stoked since in anything previous to 4.0, 60 fps was a far off wish, then kahblammo, a game played as i wanted it. But now fluctuations. sometimes yeh, sometimes neh. Think if i play with the settings it will work?


edit.
This is becoming very serious issue. As of yesterday afternoon I had it running at 60 fps most of the time. Now it runs at 5 fps all the time. Someone, anyone, have any suggestions? !



#3
03/20/2011 (1:21 pm)
I believe I found the reason.



When I deployed to my device, with collision boundaries showing, the game ran extremely slowly. When off, fine.




#4
10/31/2011 (10:31 am)
HI,
Hate to reopen this subject but....

As of Friday ( my last day working on my project), I was running my game at an average of 30-40fps. Now, with very little changes, in script or anything else, it is running on average of about 1fps.



Can any one PLEaSE, drop some knowledge on me?? ie, possible reasons, maybe willing to look at my project, solid trouble shooting ideas etc?


Thanks
#5
10/31/2011 (1:48 pm)
I may have found the error. I had a group of projectiles, all in the save pos (in hiding, offscreen), all with collisions on. This constant feed into each other, may have been the route.
#6
11/01/2011 (12:28 pm)
do you even need projectiles to be in collision layers where they can collide with each other? or if player and enemy ones shall collide, did you consider using 2 distinct projectiles to reduce the layers against which the stuff tests for collisions (and just the datablock OO would work much simpler and cleaner then :))
#7
11/01/2011 (12:59 pm)
I am not quite sure what you mean Marc. Are you suggesting using groups? A projectile, by nature must collide with at least on type of class object.