JasonCh Posted March 22, 2017 Report Share Posted March 22, 2017 I have 2 phones, a Huawei Y6 and a Sony Xperia sola. I narrowed down poor frame rate performance under 60fps down to spriter player.update() function The Sony Xperia sola has a dual core 1.0 ghz cortex A9, it is able to achieve 60 fps with 20 spriter players on screen. Mali-400 gpu The Huawei Y6 has a quad core 1.1 ghz cortex A7. it is struggling and only achieved 20 fps with 20 spriter players on screen. Adreno 304 gpu. The Xperia is at least 5 years old whereas the huawei Y6 is quite recent (2015 model) Benchmark apps rated the Y6 as almost twice the performance of the Xperia sola but on actual use of spriter player, it runs slower. It is not the spriter.draw speed, because without calling the player.update() function, the frame rate doesn't suffer. What is being done inside player.update() function that is destroying the cortex A7 cpu performance? Quote Link to comment Share on other sites More sharing options...
JasonCh Posted March 23, 2017 Author Report Share Posted March 23, 2017 Problem solved. Must choose release build and sign it during testing from android studio's instant run. Debug builds seem to cause poor quality code generation. Now it's 60 fps again. Quote Link to comment Share on other sites More sharing options...
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