Adobe Air Performance
8 January 2013
Tags
- Fairy Tale Twist
- Performance
- Starling
Menu Screen
- 50% of the time is spent in Starling building 39 draw calls.
- The remaining 40% is split between Starling updates and menu code.
Tested on iPhone 4 (retina, 512MB), Export Release Build 20fps, average frame time 49ms
- 39 draw calls per frame
- 79MB RAM (14MB game objects, 57MB bitmaps, 4.6MB other)
- 113MB GPU RAM 80MB download
- 90% CPU utilization
Scout Profile
- 4% Tweenlite.UpdateAll
- 90% Starling.onEnterFrame
- 50% Starling.render
- 40% Starling.advanceTime
- 27% Stage.advanceTime
- 18% ParticleSystem.advanceTime
To improve frame rate from 30fps to 20fps we need to reduce Starling.advanceTime by 50% (20ms to 10ms).
Game Screen Tested on iPhone 4 (retina, 512MB), Export Release Build 26.6fps, average frame time 38ms
- 9 draw calls per frame
- 98MB RAM (22MB game objects, 61MB Bitmaps, 12MB other)
- 121MB GPU RAM 80MB download
- 83% CPU utilization
Scout Profile
- 14% TweenLite.updateAll
- 0% TimerEvent
- 79% Starling.onEnterFrame => Starling.nextFrame
- 39% Starling.render
- 39% Starling.advanceTime
- 0% TouchProcessor.advanceTime
- 22% Stage.advanceTime
- 16% Juggler.advanceTime
- 16% ParticleSystem.advancetime
- 0% global.getTimer
- 0% Console._onEnterFrame
- 5% BoardView.onBoardUpdate
- 5% BoardView.update
- 0% get yIndex
- 1% getNeighborHeight
- 0% BaseGame.onEngineEnterFrame-