Loading Time. Cmon Now!
by Dave Young · in iTorque 2D · 04/02/2009 (9:24 am) · 44 replies
Ok, I need *any* additional inputs or suggestions on reducing the loading time.
I have moved all the execs of guis, datablocks, and sounds to after the main menu loads.
Loading time is still a full 20 seconds on a freshly rebooted iPhone. It's down to 14 seconds on the iPod touch. That's 20 seconds of the users staring at the iTGB logo, and the testers here are constantly complaining about it, which is quite embarassing.
I haven't tried moving my code into one file yet, I have about 8 extra script files for code. I'm only using 3 behaviors.
I am using networking also. Please, any suggestions from left field are welcome as I prepare to throw the kitchen sink at the problem and try everything I can think of.
I have moved all the execs of guis, datablocks, and sounds to after the main menu loads.
Loading time is still a full 20 seconds on a freshly rebooted iPhone. It's down to 14 seconds on the iPod touch. That's 20 seconds of the users staring at the iTGB logo, and the testers here are constantly complaining about it, which is quite embarassing.
I haven't tried moving my code into one file yet, I have about 8 extra script files for code. I'm only using 3 behaviors.
I am using networking also. Please, any suggestions from left field are welcome as I prepare to throw the kitchen sink at the problem and try everything I can think of.
#42
The datablocks themselves take up a good chuck of CPU time, mostly because of that callback I posted.
I would not even exec the file (thereby loading the datablocks) untile it was time to use them, like a level load or something similar).
04/13/2009 (6:01 pm)
If you exec() a file that has t2dImageMapdatablocks with preload = "0" in it, you won't load the images, but you will load the datablocks.The datablocks themselves take up a good chuck of CPU time, mostly because of that callback I posted.
I would not even exec the file (thereby loading the datablocks) untile it was time to use them, like a level load or something similar).
#43
04/14/2009 (6:39 am)
yeah, the majority of our datablocks don't get exec'd until the level is loaded. After a few tests, it looks like we had too many gui execs coupled with a few datablock execs that could wait until the main menu is loaded. Removing these from our main.cs decreased our load time on the iPhone to about 18 seconds - which is still quite long, but at least it runs on the iPhone now.
#44
I took out our sprite sheets that were 1024x1024 (we have four of them) I used one 64x64 static sprite (png) representing the player for now, and now I can actually load the itgb game from my phone, couldn't before because I assume it was taking up too much memory like 16 megs from just those 4 textures!
My game loads in a very quick 15-16 seconds. I still need those animated sprites tho. Hopefully when we will be able to PVR sprite/cell images it will be just as fast.
If I can get loading down to 10 secs I will be soo happy.
This is on an iphone 3G btw :)
- Matt
05/26/2009 (11:32 pm)
Yippee.I took out our sprite sheets that were 1024x1024 (we have four of them) I used one 64x64 static sprite (png) representing the player for now, and now I can actually load the itgb game from my phone, couldn't before because I assume it was taking up too much memory like 16 megs from just those 4 textures!
My game loads in a very quick 15-16 seconds. I still need those animated sprites tho. Hopefully when we will be able to PVR sprite/cell images it will be just as fast.
If I can get loading down to 10 secs I will be soo happy.
This is on an iphone 3G btw :)
- Matt
Geoff Rowland
Blue Omega Studio