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-