Hello Everyone,
For the past several months I’ve been completely disappointed in the releases for cocos2d-x. I don’t mean to disrespect the cocos2d-x team, But here are some issues that you guys need to consider. Since September 17th (approx. 8 months) there has been 3 releases of cocos2dx. The past 8 months, these releases didn’t even have major changes in them according to me. It seems to me that every release you guys focus on removing retain/release (Highlight of the Release) from cocos2d-x which is not even significant according to some other problems with cocos2d-x. On the other it is great that you have updated to chipmunk 7.0 and released support for Tizen.
1:Android performance is clearly not up to mark.
Most users of cocos2dx use it for iOS and Android. Android has major performance issues with cocos2dx that really need your attention. Unity on the other doesn’t have such major issues.
There have been countless posts on this issue, and it has yet to be addressed. Several of many are mentioned below.
Hello, everybody.
I’ve been testing a simple runner game both in Win32 and in a Galaxy S3, as well as other similar phones. The FPS always remains around 60 fps, which is very good. The game has 3 sets of assets: 2048x1536, 1024x768 and 512x384. Now, I’m testing on a Samsung Galaxy Ace Plus S7500 running Android 2.3.6, which has a 480x320 resolution, so the 512x384 resolution is picked and scaled down. The problem I have is that in this device the game runs at 86 fps, so it’s unbearably fast.
…
hi all. I have a problem. I can not get the game to 60 fps. in the version for windows everything works fine, but on android, even a simple app to get maximum 50fps. I've read in various forums that this failure may depend on the function onDrawFrame, written in java. but, the above solutions do not work because the function has changed over time. someone can give me some advice?
the game is this
In my code, one touch will play a effect. When I touch more quick, it will slow the fps. The is coffeescript
onEnter: ()->
@_super()
@scheduleUpdate()
if cc.audioEngine.preloadEffect
cc.log 'preload effect'
cc.audioEngine.preloadEffect "res/touch.mp3"
touch: ()->
cc.audioEngine.playEffect "res/touch.mp3"
Hi!
I've noticed frame rate drops in devices with android 6. Before update render time was about 0.001 second but after update to android 6 it starts at 0.005 and after some time it even goes to 0.014 second and frame rate drops to 52. I've updated my android sdk, android ndk and also have changed sdk versions in build.gradle files in the project. However none of them helped me to solve the problem. How can I fix this issue ?
Thanks,
Hi, I have been poting a game for Android devices which i created on iOS using cocos2d x. I’m getting pretty nice fps around 40 on iPad2. When it comes to Android device fps varies as mentioned below:
Device GPU FPS1. Samsung note Mali-400MP 55-60 2. Moto defy+ PowerVR SGX530 35-40 3. Samsung Google Nexus S PowerVR SGX540 50-55 4. Moto xoom ULP GeForce 15-20 5. Samsung galaxy 10.1 ULP GeForce 15-20
I am using PVR (RGBA4444) art resources. Is FPS drop issue related to the GPU used by the devi…
I create new project it's working fine on ios but android hps change from 45 to 60 .... why ? can anybody help me ?
Fps drops in some android devices browser such as Samsung S2. Its works Properly when run as apk but on android broswser FPS drops from 60 to 30 just by adding one sprite on screen with no update loop or timer. I am new to cocos2d-js. Can anyone please guide me about it? I am adding sprite as below
var size = cc.winSize;
var BG = new cc.Sprite(res.popupBgPng);
this.scaleFactor = (size.height) / BG.height;
BG.x = size.width / 2;
BG.y = size.height / 2;
…
Hi,
Im using CCParallaxScrollNode (https://github.com/jasonmarziani/CCParallaxScrollNode) to make scrollbackground.
This is working perfect on my iPhone 3GS with resolution 480/320.
But i set android/iphone/win32 screen to 480/320, but on android it is stretching the image and i think it is the cause of a black line between the two sprites of background parallax, because on correct resolution (480x320) it doenst work.
And on iOS i get 60 FPS but all android devices its rarely go to 60 FP…
i create an demo use CCListView in windows ,it shows fps is 60 but when i use in android it show fps 50\~40 unstable
CCListView* listView = CCListView::create(CCListViewModeVertical); listView~~>setContentSize); listView~~>setDelegate(this);
listView~~>setPosition); listView~~>setSeparatorStyle(CCListViewCellSeparatorStyleSingleLine); //设置参数 this->addChild(listView,10); create this way?
my phone is MeiZu M9
i just run the HelloWorld project created by the create-android-project.sh script, so all the setting values is default,
run on my phone, the fps display between 40 and 60, anyone can help me ?
Hello,
Today I upgrade Chrome and Opera on Android and tried to run my games. But FPS dropped down from 35-40 to 5 FPS. Opera shows 2 FPS!!! I tried Canvas or WebGL modes. And it is not game scene - but Main Menu with 5 sprites only! Same thing with the Test Cases! I tried on Galaxy Tab 3(Android 4.4) and HTC One S(Android 4.1), and I got same result. I also tried to upgrade cocos2d-js to 3.6, install Opera Beta and Chrome Beta, but I nothing changed.
Does anybody else have same problem?
T…
I am running the hello world example with all the gfx disabled. The only thing I am displaying is the stats.
Latest version of cocos2d-x. Command line build. Debug off. Running on Samsung Galaxy s4 All other apps killed from phone and memory cleared.
The Fps goes form 60fps and jumps around between 58-60 but every few frames it will drop to 40 or even 30ish fps.
Why is this happening when basically the app itself has almost nothing there and the only thing being rendered is the stats?
I'm using cocos2dx v3.4 and box2d.
I have only an android device to test my game and I observe a jerky motion sometimes and also a drop in fps. The fps ranges from 60-70. Is the jerky motion caused because of drop in fps?
Hi ,
Am a newbee to cocos2dx. I just completed a game in which there is a ball which moves with the applied velocity and bounce back on hitting side walls. On iOS it works perfect and smooth. But in android, in some devices, the game experiences small lag and sometimes the ball gets out of the scene. Works smoothly in motorola Moto G( 1 GB ram), micromax android one( 1 GB ram) etc. But lags in asus zenfone( 2 GB ram), nexus 5( 2 GB ram). I have tried many methods mentioned in this forum. Sti…
Hey, I noticed that my win32 program ran at 60fps like it should, but my android app only ran at a maximum of 30fps. I thought this was a bit weird, because my app so far isn’t very processor or gpu intensive, and my phone is pretty powerful (It’s a Samsung Galaxy S III).
I wondered if this was just a problem with my app, so I opened the HelloWorld app and ran it on my device, and it too only ran at 30fps. I even removed the TTF Label and the background, and it still wouldn’t run any higher th…
I've tested my game on the LG G4 and I'm getting low FPS on heavy scenes. But on other devices such as the Samsung Galaxy S4 or the Nexus 7 I'm getting a solid 60FPS. What can cause this? Maybe it's because the LG G4 is running Android 6.0? Did anyone experience the same behavior?
Hello.
I’m porting a cocos2d-iphone game from iOS to android cocos2d-x. I have a parallaxNode there. When I add 5 sprites with repeated texture into it, FPS drops down to 20 on device (Acer A500), and 2 on emulator. (60FPS on ipad)
After some days of experiments I decided to “dive” into cocos2d-x sources: I went to the CCDirector::drawScene() function and commented everything, except calculateDeltaTime() and showFPS(). In showFPS() I added _android_log_print() instead of m_pFPSLabel->draw(),…
Hello, Too slow for android 4.0.x (ice cream sandwich) and 4.1
Test) same code, same hardware spec, 2 devices game’s fps is good for android 2.3.6 but, android 4.0.x or 4.1 is too slow sometimes(schedule and animate is canceled sometimes)
I think this issue is not depends on device, maybe depends on android OS or cocos2d-x
I’m using cocos2d-x 2.0.2
It is so strangely…
I built a test/empty project (Hello World!) for iOS and Android. In iOS devices, it runs smoothly with 60 FPS. However I can’t achieve a consistent 60 FPS in Android devices. I get 20-60 FPS with Android devices. I tested with Galaxy Note, Nexus 7, and a lower-end Samsung device (Android 2.3.6).
Any ideas why? And and some fixes? Thanks!
aleksmutlu:
@slackmoehrle yeap that would be great. You can maybe understand the problem when you see it on the device.. You can download the .apk via https://www.dropbox.com/s/bujj51c4e27w29c/PierRun-debug.apk?dl=0 As I said before, it works great on Android 5.x. Only Android 6.0 users complained about the problem. Normally on my Android 5.0 device, fps value is something between 50-60. On Android 6.0, 30-40. When they mute the game, fps is between 50-60.
Hello,
I’ve just downloaded the latest cocos2d-x 2.0.3, compiled the Win32 tests and I must say I’m truly impressed - excellent job ! The only thing I’m concerned about is the performance on Android devices - I’ve built the TestCpp project for Android and I’m quite surprised that none of the tests run smoothly (at constant 60fps) - not even the simplest ones. Actually even with the initial srcolling table list (with the black screen where you choose the tests to run) the frame rate jumps rando…
Hi, I’ve been testing my game on several Android devices, and found that it work smooth for most of them, except one device, that seems to be having jittery FPS. Although the FPS is about \~58, my scrolling objects seems to jitter a lot. The things is, this device is by no means a low end device, I’m using the Nexus 7 that has quad core cpu, and strong GPU. On the Galaxy Nexus my game runs smoothly.
I’ve found the following code:
public void onDrawFrame(GL10 gl) {
long now = System…
My game has been lagging with the sound effects in Android since release date, it lags only in some devices though. I have tried tons of things but nothing worked. Many people are complaining about this in Google Play and I don't know how to fix it. It's frustrating because reviews are scored with 1 star despite of the user enjoys the game.
Have tried with AwesomePlayer and Nu Player, and tried with Simple Sound Engine and with the experimental Sound Engine. People plays with sound disabled be…
1 -2:I’ve also addressed this issue a few times. Here’s one.
b12345:
[image] *note the screenshot above was taken from an iphone, hence the 60 fps. @slackmoehrle Sorry i wasn't able to make a test project for you guys yet. ParticleQuads are a known issue and seems to take the performance down on android. So i removed them but i have still have a fps rate of ~20. On s6 ~20 is really pathetic so i kept on removing stuff from my gameplay. So it turns out Clipping nodes and stencils were the Major issue with the performance drop. Removing these takes the fp…
In this post I’ve mentioned a few things which might be causing the problem. No fix was applied to later versions.
2: Will we see full gradle support anytime soon?
3: Current 3d support, makes it near impossible to start a big game for 3d.
4: Apple tv support, Not a difficult task for you guys and a lot of people are asking for this.
There are still over 350 warnings in the code... will it remain this way? Trello: Last updated on March 17-21st. and before that Feb 22.
I hope you guys find this post useful.
Thanks!