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I'm running into some some "draw" performance issues on the iOS phone simulator. I believe I've narrowed it down to my usage of render targets, so I'm looking to see if anyone has any good suggestions on how I could improve frame rate, before I
scrap render target usage.
I set out to use render targets because different sections of the game have a zoom capability, and also I just wanted to be able to draw render targets on a scale with the viewport (as opposed offsetting & scaling through different sprite batches).
Everything runs great on my reasonably old windows PC. I put diagnostic stopwatches at the beginning and end of both my Update/Draw calls, and both never run for more than 1-2 ms. However, on the iOS simulator, the draw method takes on average
40ms. I haven't tried it on an actual iOS device, but I'm assuming it could be worse if anything. I'm using the 2011 Mac Mini, with the Radeon graphics card (if that matters).
The game itself doesn't have a lot of textures being drawn out to the render targets during each Draw call, probably 40-50 textures on average, total. I use at most 3 render targets at a time, which the sizes being 480w X 320h.
Any suggestions would be greatly appreciated. In the meantime, i'm going to get the game running without render targets to see the difference.
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