It looks like I'm not the only one to notice this strange framerate issue.
http://www.pixelthismobile.com/blog/1/10/2010/flash-iphone-wildly-fluctuating-framerate-or-frame-skip
I'll investigate further tonight.
Kevin N.
On 6/17/11 11:19 AM, Kevin Newman wrote:
Hi guys,
I am running some benchmarks on iOS, to run AIR 2.7 through it's paces.
I used BunnyMark (and the blitting counter part) for context:
http://www.iainlobb.com/bunnies/BitmapTest.html
iPhone 3GS results:
Display List CPU: ~18 fps
Display List GPU: 24 fps (constant frame rate)
Blitting CPU: ~19 fps
Blitting GPU: I have to retest, my build was screwed, and it got late.
:-)
I'll test iPhone 4 next.
There is a problem though - I don't trust the numbers on the CPU. It
looks choppier than the frame rate would suggest, with some noticeable
hiccups that aren't reflected in the frame rate number.
I suspect the problem is that Flash is skipping frames during
rendering, but the ENTER_FRAME event is still ticking the FPS meter.
Is there a way to ensure an FPS measure only ticks if there is a
RENDER event? Would moving it from ENTER_FRAME to RENDER actually do
that?
I've only ever used RENDER with manual stage.invalidate() calls in
ENTER_FRAME (and display list access all in RENDER, which might just
be incorrect usage), and I suspect I'm actually disabling built in
frame skipping by calling invalidate on every ENTER_FRAME event
(because if the frame rate slows, so does the game logic) - I'm not
really sure what the right way to use RENDER is.
So I guess that's the question, if I don't bother with
stage.invalidate() and continue to do my display list stuff in
ENTER_FRAME, and only measure FPS in RENDER, will I get a more
accurate framerate value?
Thanks,
Kevin N.
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