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		<title>cocos2d for iPhone &#187; Tag: fps - Recent Topics</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/fps</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Sat, 31 Jul 2010 07:34:39 +0000</pubDate>
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			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/fps/topics" rel="self" type="application/rss+xml" />

		<item>
			<title>enmeii on "If I load 4 pictures in one screen, the fps is slow?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/8139#post-47387</link>
			<pubDate>Fri, 23 Jul 2010 03:58:03 +0000</pubDate>
			<dc:creator>enmeii</dc:creator>
			<guid isPermaLink="false">47387@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey, guys.&#60;br /&#62;
I am doing a book project on iPad.&#60;br /&#62;
And I am very confused why the fps is very slow.&#60;br /&#62;
I loaded 4 pictures as CCSPRITE. and every pictures are 1024*768 PNG.&#60;br /&#62;
Then the fps slowed down to 30 around.&#60;br /&#62;
How can I increase fps?&#60;br /&#62;
I think it's very strange.&#60;br /&#62;
Thanks.&#60;br /&#62;
-YuanMingwei
&#60;/p&#62;</description>
		</item>
		<item>
			<title>omer921 on "How do I take away or fix the bottom left timer in Cocos2d application ?!?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/7189#post-42157</link>
			<pubDate>Fri, 18 Jun 2010 05:14:26 +0000</pubDate>
			<dc:creator>omer921</dc:creator>
			<guid isPermaLink="false">42157@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey guys I am building an app that requires a timer to see how long the player has been playing on that certain level. I have two problems. One is that I have no idea how to make a timer. The second problem is that I really do not know how to take away the one on the bottom left.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>sergio on "How can I get fps over 60 only for TESTING?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6623#post-38617</link>
			<pubDate>Mon, 24 May 2010 20:22:36 +0000</pubDate>
			<dc:creator>sergio</dc:creator>
			<guid isPermaLink="false">38617@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I made some changes in my Sprites. I'm measuring the fps to check if performance gets better or worse but I always get 60fps with or without the change (I know this is a limitation of  the iphone).60fps is good enough but I'm planning to create more complicated levels in the future so I really need to know wether there has been an improvement or not.&#60;/p&#62;
&#60;p&#62;Is there any other way to tell?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Xou-Han on "Strange frame rate variation..."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6755#post-39534</link>
			<pubDate>Mon, 31 May 2010 11:10:43 +0000</pubDate>
			<dc:creator>Xou-Han</dc:creator>
			<guid isPermaLink="false">39534@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi there!&#60;/p&#62;
&#60;p&#62;I'm working in a Cocos2D project. The project is nearly finished and it works well. However, since today (I didn't notice it before and I don't think it ever occurred) sometimes when the GameScene begin it runs at half the normal frame rate... The whole project runs at 60 fps, but sometimes (just sometimes and I think totally arbitrary) the game scene (once a level is selected in the menu) runs at 30 fps (regular 30 fps so it doesn't seem to be a performance problem because it never rises or falls from 30). Anyone knows what can be happening? The frame rate is just set once at the application initialization and it's never touched before...&#60;/p&#62;
&#60;p&#62;It seems that the frame rate get to 30 fps when I show a CCSprite in front of the whole game scene (for example the pause screen, which is a black transparent layer), and when the CCSprite is set to invisible (and the game continues running) the fps return to 60 fps (however sometimes they keep at 30 fps)... I don't understand!&#60;/p&#62;
&#60;p&#62;Thanks in advance! :)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>alexliu on "The actions in ccTouchesBegan will drag, the frame decreases to 20-30. why"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6425#post-37552</link>
			<pubDate>Sat, 15 May 2010 02:53:31 +0000</pubDate>
			<dc:creator>alexliu</dc:creator>
			<guid isPermaLink="false">37552@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hi all,&#60;/p&#62;
&#60;p&#62;I want to make my sprite move from 'a' position to 'b' then back to 'a' when I touch the screen. This will happen only when y axis of the sprite equals to 43. So I add the restrain. The following code works well with what I said.&#60;br /&#62;
&#60;strong&#62; But the problem is the frame will decrease to 20-30 fps at both the beginning and the ending. &#60;/strong&#62;&#60;br /&#62;
Am I use the code right so something wrong with my thought. Hoping your help.&#60;/p&#62;
&#60;p&#62;Thanks advanced.&#60;br /&#62;
alex&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;- (BOOL)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {

    BOOL mark = NO;
    CCSprite *sprite = (CCSprite*)[self getChildByTag:Tag];

    int y = sprite.position.y;
    if(y == 43)
    {
        id action1 = [CCMoveTo actionWithDuration:0.6 position:ccp(180,43+160)];
        id action2 = [CCMoveTo actionWithDuration:0.6 position:ccp(180,43)];
        id action3 = [CCSequence actions:action1,action2,nil];
        [sprite runAction:action3];
    }
    return mark;
}&#60;/code&#62;&#60;/pre&#62;</description>
		</item>
		<item>
			<title>carlosh on "How to keep touch animation smooth."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4287#post-25633</link>
			<pubDate>Fri, 05 Feb 2010 22:02:06 +0000</pubDate>
			<dc:creator>carlosh</dc:creator>
			<guid isPermaLink="false">25633@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I don't even know if I should post this here, but maybe someone can shed some light on this issue.&#60;/p&#62;
&#60;p&#62;So in my game I have like 30 or 40 sprites, and each have an action. My game is steady at 60fps at the beginning, when I only have the base sprites, like 7, and when the user points with his finger and aims in the screen, the aiming animation is very smooth. I capture the movement in the ccTouchesMoved callback. &#60;/p&#62;
&#60;p&#62;When I have from 20 to 30 sprites, my fps lowers to 25-30, the actions looks fine, and the game looks to run fine, with some hiccup, but what feels horrible is the movement of the aim, the animation is very slow, I touch and move the aim on the screen, and it just moves sloooow. But it is playable, and I can start killing the sprites, and when I am again with the base sprites, 7, everything gets smooth. My fps goes back to 60 again, and touching and moving the aim feels smooth. I have check for leaks, and apparently I don't have, my object allocations looks good, but what really looks bad is the CPU usage. Basically my game is using 100% of the CPU when I am experiencing the 25-30fps.&#60;/p&#62;
&#60;p&#62;Here an image taking from the core animation template in Instruments.&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;http://www.softwarefactoryllc.com/debug/images/cpu_usage_100_small.png&#34; /&#62;&#60;/p&#62;
&#60;p&#62;Maybe I am not understanding the information here, but it appears as if 33.3% is used by the call to RunWebThread(void*). I have OpenFeint disabled, and have also disabled the actions, so basically the sprites are there but without animations, and I have the same issue. The sample always looks the same, with this call taking that percentage of usage.&#60;/p&#62;
&#60;p&#62;Also, on the ccTouchesMoved callback, what I do is basically I calculate some values, nothing fancy, just checking some constraints,  with the position I get from the callback, and reposition a sprite(the aim) using the setPosition message. I only have 2 layers, one is the hud, and the other one is the game, which contains all the spritesheets, and some sprites.&#60;/p&#62;
&#60;p&#62;Any help will be appreciated. Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>naharris212 on "syncing your physics step with your game FPS for game consistency."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5860#post-34767</link>
			<pubDate>Tue, 20 Apr 2010 21:50:20 +0000</pubDate>
			<dc:creator>naharris212</dc:creator>
			<guid isPermaLink="false">34767@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;So i made a post 3 weeks ago here &#60;a href=&#34;http://www.cocos2d-iphone.org/forum/topic/5462&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/forum/topic/5462&#60;/a&#62; with a problem relating to running a game on two different phones over a server at the same time.  However these outcomes are not always exactly similar.  I believe the problem is with the game FPS, through-out the game it will drop to 28/29 FPS while another phone might hold at 30 FPS.  This causes a slower time calling the step function with Chipmunk.  I have read and tried to integrate this post &#60;a href=&#34;http://gafferongames.com/game-physics/fix-your-timestep/&#34; rel=&#34;nofollow&#34;&#62;http://gafferongames.com/game-physics/fix-your-timestep/&#60;/a&#62;  although written extremely well it does not seem work perfect with the iphone.  However I tweaked cocos2d so I can monitor the actual FPS.  My question is this.&#60;/p&#62;
&#60;p&#62;If I have a step that is twice per FPS.  This is currently a constant step.  However if I return the actual FPS and factor that into my &#34;dt&#34;.  For instance my FPS running at a constant 30FPS drops to 29.  Now with my step i can simply add 1/30 to that instance of &#34;dt&#34; which would factor for the slowing down of the game engine.  So even though the device slows down the physics simulation will speed up to the necessary equivalent.   I have tried this but once again it does not seem to be working correctly, or how I would think it would work.  I am up in arms with what to do and really cannot seem to figure this out.  Any ideas would be great.  &#60;/p&#62;
&#60;p&#62;A couple things I have tried.&#60;/p&#62;
&#60;p&#62;1.  My FPS is a solid 30 FPS,  it will drop 1 or 2 frames here and there but will always go back up to 30.&#60;br /&#62;
2.  I have tried double and single precision float with chipmunk.  This actually does not change outcome for it only makes real world physics more precise however this is not needed for my game.&#60;br /&#62;
3.  I have tried almost every combo of steps to FPS there is.  8 steps via 1 FPS, 4 steps via 1 FPS, 2 steps via 1 FPS, etc...&#60;br /&#62;
4.  I think I have read every post there is out there on steps and FPS.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MrLucky on "FPS/Memory leak question"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5563#post-33154</link>
			<pubDate>Wed, 07 Apr 2010 13:31:33 +0000</pubDate>
			<dc:creator>MrLucky</dc:creator>
			<guid isPermaLink="false">33154@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I have an app and it lags one time in the beginning of the game, and the lag last for maybe 2 sec. and i am running the app&#60;br /&#62;
with 60 fps.&#60;/p&#62;
&#60;p&#62;My question is: would the lag get smaller/go away if I reduce the fps to say 50 or less or would it still be there/be worse?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>max9xs on "FPS problem with Tetris like Game in Chipmunk."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5377#post-32131</link>
			<pubDate>Tue, 30 Mar 2010 08:23:12 +0000</pubDate>
			<dc:creator>max9xs</dc:creator>
			<guid isPermaLink="false">32131@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;br /&#62;
I am making a game like Tetris using Chipmunk for iPhone/ipod..&#60;br /&#62;
-&#38;gt;There are having 20X20 pixel dynamic body blocks.&#60;br /&#62;
-&#38;gt;.in Every second, 5 new blocks are generating.&#60;/p&#62;
&#60;p&#62;And FPS rate becomes 5-8... Is there having any solution for it to increase as maximum as possible...&#60;/p&#62;
&#60;p&#62;-&#38;gt;Also what is the correct way to remove shape, body, and assigned sprites..  &#60;/p&#62;
&#60;p&#62;please help me.. Thanks in Advance..
&#60;/p&#62;</description>
		</item>
		<item>
			<title>infra_red on "Converting to Cocos2D."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4731#post-28103</link>
			<pubDate>Fri, 26 Feb 2010 11:52:05 +0000</pubDate>
			<dc:creator>infra_red</dc:creator>
			<guid isPermaLink="false">28103@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;I am posting a few questions to make sure that my research and assumptions are correct.&#60;br /&#62;
A little background first. I am a programmer. I have been one for all my adult life and i had a few dreams, one of which was to make games.&#60;br /&#62;
Rewind to 3 months ago ...&#60;br /&#62;
I have created several entertainment apps using UIKit for various clients and the time was right for me to make something really good. A game was something i always wanted to do and, with my partner, we decided it was what we wanted. We managed to find an investor who gave us a good sum of money in hard cash and we started.&#60;br /&#62;
We chose to use the Torque2D for iPhone engine.&#60;br /&#62;
Fast forward to the present day.&#60;br /&#62;
We have finished the game and it is really good. But there is a problem. Although it is perfect in iphone 3Gs and iPod Touch (all models) it crawls in 2g and 3g iPhones. Unfortunately Torque2D cannot handle even few objects at high motion speed if there is a background(!) on older iphones. The motion appears jerky even at 150 pixels per second linear speed ... I have tried all their optimizations and it simply doesn't work. For lesser velocities (up to 95 pixels per second) the motion is smooth.&#60;br /&#62;
You can realize that this is a huge problem as the game is based on speed. And we have the investor who gave his money too ...&#60;br /&#62;
So i took the difficult decision to rewrite using Cocos2d.&#60;br /&#62;
Questions: &#60;/p&#62;
&#60;p&#62;- has anyone experience with high speed objects (up to 400 pixel/second linear velocities) with full screen backgrounds? Is there any slowdown ? Is the motion smooth ?&#60;br /&#62;
- I see that Cocos2d is licensed in LGPLv3 with the static compilation and source code inclusion additions. I interpret this to mean that i can use it for commercial titles, right ? (i know just making absolutely sure)&#60;br /&#62;
- We will mention the engine used in the credits (and possibly the start up sequence) so according to the license of Cocos Denshion, we can use that too... Right ? (i know, just making absolutely sure)&#60;br /&#62;
- Which is quicker to implement for collision detection ? Box2d or Chimpmunk ? what are your personal preferences ? Why ?&#60;br /&#62;
- Chimpmunk guys charge 200 USD for their Objective Chimpmunk library. Does Cocos2d use that (obligating us to pay this fee) or it uses the plain C++ version which means that we don't have to pay the fee ?&#60;/p&#62;
&#60;p&#62;As a side note : the Torque engine is very nice and automated with several features that Cocos2d could duplicate. Too bad it doesn't work on the iphone ...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>terrym on "FPS slowdown every so often"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2145#post-13478</link>
			<pubDate>Sun, 27 Sep 2009 02:42:01 +0000</pubDate>
			<dc:creator>terrym</dc:creator>
			<guid isPermaLink="false">13478@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Every so often when launching our app on OS 3.1 (and it happened on OS 3.0 aswell the frame rate drops to 40, then if we close app and re-launch it goes back to 60 all the time???&#60;/p&#62;
&#60;p&#62;Very strange any ideas please
&#60;/p&#62;</description>
		</item>
		<item>
			<title>swoot on "fps problems when overlapping gui elements on a spritesheet"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4396#post-26213</link>
			<pubDate>Wed, 10 Feb 2010 15:17:45 +0000</pubDate>
			<dc:creator>swoot</dc:creator>
			<guid isPermaLink="false">26213@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey, &#60;/p&#62;
&#60;p&#62;I have a slight problem with a project I'm working with. For starters I'll throw in the background info.&#60;br /&#62;
I'm using cocos2d v0.99.0-rc, iPhone SDK 3.1.2 and mostly the Simulator (occasionally a old iPod Touch,&#60;br /&#62;
naturally at 3.1.2 firmware). I run the game mostly in Debug mode, on the Simulator and the iTouch.&#60;/p&#62;
&#60;p&#62;How the game is setup:&#60;br /&#62;
-1 Scene&#60;br /&#62;
-1 Layer (created by the scene)&#60;br /&#62;
	-BoardLayer (has 70 TileSprites + background + gui/hud)&#60;br /&#62;
- 70 TileSprites (saved in a SpriteSheet and all use the spriteSheetRendering)&#60;br /&#62;
	-TileSprites are randomly generated&#60;br /&#62;
-Screenshot: &#60;a href=&#34;http://dl.dropbox.com/u/816458/screenie.png&#34; rel=&#34;nofollow&#34;&#62;http://dl.dropbox.com/u/816458/screenie.png&#60;/a&#62;&#60;br /&#62;
-Source: &#60;a href=&#34;http://dl.dropbox.com/u/816458/TestCase.zip&#34; rel=&#34;nofollow&#34;&#62;http://dl.dropbox.com/u/816458/TestCase.zip&#60;/a&#62; (graphics are placeholders, but cause the same problem&#60;br /&#62;
	as with the normal ones)&#60;/p&#62;
&#60;p&#62;The BoardLayer consist of a background image which is a child of the Layer, and the background image has a&#60;br /&#62;
SpriteSheet as a child. We add Tiles to the SpriteSheet and then scroll the background so the tiles scroll&#60;br /&#62;
with the background aswell.&#60;/p&#62;
&#60;p&#62;So what is the problem? FPS... as showed in the screenshot, the FPS is rather low (in debug mode AND release).&#60;br /&#62;
So any optimization tips are welcomed with open arms and a cheery smile! What I've tested so far is I turned&#60;br /&#62;
off the &#34;Compile for Thumb&#34; option in the project since I found some reference to that on these forums&#60;br /&#62;
(&#60;a href=&#34;http://www.cocos2d-iphone.org/archives/26)&#34; rel=&#34;nofollow&#34;&#62;http://www.cocos2d-iphone.org/archives/26)&#60;/a&#62;. Though this does not help the Simulator, I do get a noticeable&#60;br /&#62;
upgrade in FPS on the iTouch device (around 40 to 50fps).&#60;/p&#62;
&#60;p&#62;The cause for the FPS drop, atleast the reason I suspect, is the GUI/HUD (the borders). Since one way to get&#60;br /&#62;
better fps is to disable the GUI (can be done by commenting out [self initGUI]; call from BoardLayer's init),&#60;br /&#62;
so this way you get a constant 60fps. I first thought the problem was that I was using one picture for the&#60;br /&#62;
borders (guiframe1.png in the src, has just borders and the middle is alphaed out) but I tried with 4 pieces&#60;br /&#62;
(left, right, bottom and top) as the borders and still got the same FPS decrease. Second thing I tried was&#60;br /&#62;
to add every sprite into one file (the source is for this) but that didn't give any FPS boost over the previous&#60;br /&#62;
way of having two layers, one for the board and one for the GUI/HUD.&#60;br /&#62;
I'm a starting game developer so I'm a wee bit clueless on some rendering (atleast OpenGL ES is a new friend for&#60;br /&#62;
me) stuff so do correct me if I'm wrong here, but I assume everything is drawn, not just the visible stuff.&#60;br /&#62;
I mean the i.e. the background bits behind the Tiles, possible Tiles behind the GUI's borders etc? &#60;/p&#62;
&#60;p&#62;Another question that came into mind is, can you create different sized layers? Considering the screenshot&#60;br /&#62;
again and the bit with the groovy bright Tiles (the Board), could that be made as a smaller layer (sized&#60;br /&#62;
290x408) and just updating stuff there? Mmm, with updating I mean that those Tiles are supposed to scroll down&#60;br /&#62;
with the background (which will be around 290x2000 in size later). Also, which is a better idea, scroll every&#60;br /&#62;
tile on its own with CCMoveBy or have them as the child of the background and moving just the background (currently&#60;br /&#62;
would be done like this?&#60;/p&#62;
&#60;p&#62;Also, memory management... if I have a CCLayer (BoardLayer), which has a CCSprite (background image) as a child,&#60;br /&#62;
which has a CCSpriteSheet as a child AND that thing has like 70 TileSprites as children... what is the correct&#60;br /&#62;
order in releasing these? Been mostly using Java and Python so I'm still learning correct memory management,&#60;br /&#62;
thus needing to ask that question, since children freak me out when doing memory management :) I suppose I just&#60;br /&#62;
need to release the parent, and that will deal with the kids? Or do I need to release everything by hand?&#60;/p&#62;
&#60;p&#62;A lot of questions from an information hungry person :)&#60;/p&#62;
&#60;p&#62;Cheers, &#60;/p&#62;
&#60;p&#62;Pete
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Ryan on "Low FPS .. Sometimes?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/4164#post-24941</link>
			<pubDate>Sat, 30 Jan 2010 11:54:59 +0000</pubDate>
			<dc:creator>Ryan</dc:creator>
			<guid isPermaLink="false">24941@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I'm about halfway through developing my first game. Everything's going well, apart from my framerate. It seems totally random. Sometimes when my app is run, it's very smooth, constant 60 fps, maybe slightly less every now and then, but other times the sprites do not move smoothy what so ever, they judder, at about 30 fps, but constantly changing, it becomes very annoying. I've tried deleting all my NSLogs which made the frame rate increase slightly, though it is still far from perfect. Seems strange to me how it is perfect sometimes though. Anything I can do to get a better frame rate?&#60;/p&#62;
&#60;p&#62;Thanks&#60;br /&#62;
Ryan
&#60;/p&#62;</description>
		</item>
		<item>
			<title>pabloruiz55 on "Slowdown problem"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/246#post-1341</link>
			<pubDate>Tue, 23 Jun 2009 11:59:51 +0000</pubDate>
			<dc:creator>pabloruiz55</dc:creator>
			<guid isPermaLink="false">1341@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi!&#60;/p&#62;
&#60;p&#62;I have the following problem,&#60;/p&#62;
&#60;p&#62;My game is running at 55,60 fps constantly, but sometimes (especially some seconds after it starts) the fps drops, for a momment it's like it jumps some steps, then it goes back to 55 - 60 fps.&#60;/p&#62;
&#60;p&#62;I am using chipmunk and i have tested it with cocos2d v0.72 and now on 0.8, it happens on both (i think a little more on 0.8 or at least it is more evident)&#60;/p&#62;
&#60;p&#62;I have tried to isolate the problem, but it seems to happen &#34;at random&#34;, i mean it does not happen when doing anything in particular or anything intensive...&#60;/p&#62;
&#60;p&#62;I won't paste any code, because i wouldn't know what to show you since it could be anywhere, but i have already donde the following without any different result:&#60;/p&#62;
&#60;p&#62;- Play with the chipmunk configuration: reduced steps, iterations,etc: the game goes faster overall but the random &#34;hiccups&#34; remain&#60;/p&#62;
&#60;p&#62;- there are like 30 chipmunk bodies, which i create on initialization, i keep them out of screen, and use them accordingly (i have double checked that they are not created in the same place, out of screen thus increasing collisions...)&#60;br /&#62;
I have tried reducing the quantity to even 2 of them and the problems remains...&#60;/p&#62;
&#60;p&#62;I can't remember what else i have tried... It isn't THAT big issue, but once, the leap was so big, the player ended out of screen... (it happened once out of 100 playthroughs, but it worries me...)&#60;/p&#62;
&#60;p&#62;What i would like to know if there is something i am missing, or if this is some &#34;normal&#34; behaviour...&#60;/p&#62;
&#60;p&#62;Sorry for the vague description and the very long post.&#60;/p&#62;
&#60;p&#62;Thnaks!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>guptanikesh on "Slow fps problem after adding shapes and bodies to space"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3686#post-22186</link>
			<pubDate>Sat, 02 Jan 2010 12:13:41 +0000</pubDate>
			<dc:creator>guptanikesh</dc:creator>
			<guid isPermaLink="false">22186@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello &#60;/p&#62;
&#60;p&#62;I am having a slow fps problem as soon as my gamelayer is initialized. While with other layers like Menulayer fps is 55-60 fps but as soon as Gamelayer is loaded fps comes down to 7-8 fps.  I am adding 19 objects which are initialized as following. its a subclass of Sprite(Cocos2D).&#60;/p&#62;
&#60;p&#62;As soon as the first collision occurs with any object out of 19, or  among themselves or with another object the fps comes to 55-60 fps. And it never goes down during the full game play. I am unable to find out what is the problem and why this is happening only in the beginning?&#60;/p&#62;
&#60;pre&#62;&#60;code&#62;-(id ) initWithImageFile:(NSString *)imageName inSpace:(cpSpace*)inSpace
{
	self = [super initWithFile:imageName];
	[self setPosition:ccp(0, 0)];
	image = [UIImage imageNamed:imageName];

	radius = image.size.width / 2 - OFFSET;
	height = image.size.height - (2 * OFFSET);
	width = image.size.width - (2 * OFFSET);
	isCollided = NO;

	int num_vertices = 4;
	cpVect verts[4]= {
		cpv(radius * -1, radius * -1),
		cpv(radius * -1, radius),
		cpv(radius, radius),
		cpv(radius, radius * -1)
	};

	body = cpBodyNew(1.0, cpMomentForPoly(1.0, num_vertices, verts, cpvzero));
	body-&#38;gt;p = cpv([self position].x, [self position].y);
	body-&#38;gt;v = cpvzero;
	body-&#38;gt;f = cpvzero;
	cpSpaceAddBody(inSpace, body);
	shape = cpCircleShapeNew(body, radius+0.5, cpvzero);
	shape -&#38;gt; data = self;
	shape -&#38;gt; u = 0.4f;
	shape -&#38;gt; e = 0.7f;
	cpSpaceAddShape(inSpace, shape);
	return self;
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;When I am loading these objects without adding body and shapes to space&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;//cpSpaceAddBody(inSpace, body);
//cpSpaceAddShape(inSpace, shape);&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;the fps is 55-60 but as soon as I add the body and shapes to space the fps comes down to 7-8. &#60;/p&#62;
&#60;p&#62;My step function is as following &#60;/p&#62;
&#60;pre&#62;&#60;code&#62;-(void) step: (ccTime) delta
{
	int steps = 2;
	cpFloat dt = 1.0/60.0/2.0f;

	for(int i=0; i&#38;lt;steps; i++){
		cpSpaceStep(space, dt);
	}
	cpSpaceHashEach(space-&#38;gt;activeShapes, &#38;amp;eachShape, self);
	cpSpaceHashEach(space-&#38;gt;staticShapes, &#38;amp;eachShape, self);
}&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;I am resizing hash like this&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;cpSpaceResizeStaticHash(space, 100, 500);
cpSpaceResizeActiveHash(space, 100, 500);&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Please help me to solve this problem. &#60;/p&#62;
&#60;p&#62;Thanks in advance.&#60;br /&#62;
Nikesh
&#60;/p&#62;</description>
		</item>
		<item>
			<title>penguins on "Chipmunk speed questions"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3497#post-21325</link>
			<pubDate>Sat, 19 Dec 2009 17:29:18 +0000</pubDate>
			<dc:creator>penguins</dc:creator>
			<guid isPermaLink="false">21325@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;br /&#62;
In the process of making my first game, I noticed that chipmunk runs really slow on the device. My game is separated into levels, The levels vary, but max I have around 100 cpSegments. And around 14 cpBodies as objects, and then probably another 20 as bullets.&#60;br /&#62;
Is this too much for the iphone to handle??? (I have chipmunk stepping every-step.) &#60;/p&#62;
&#60;p&#62;Another thing that'ss been driving me crazy about chipmunk is that my player, a circle made like so:&#60;br /&#62;
&#60;code&#62;body = cpBodyNew(10.0, cpMomentForCircle(10.0, 29, 29, cpvzero));&#60;/code&#62;&#60;br /&#62;
Is moving through the boxes. But not as if there is nothing there. If it hits from above, it will work. But if it rams from a side, it starts to go through, then it like jumps. Its really odd. (Mind non of this happens on the simulator.)&#60;/p&#62;
&#60;p&#62;Boxes are made like&#60;br /&#62;
&#60;code&#62;body = cpBodyNew(10.0, cpMomentForPoly(10.0, num, verts, cpvzero));&#60;/code&#62;&#60;/p&#62;
&#60;p&#62;Info:&#60;/p&#62;
&#60;p&#62;Using cocos 8.2&#60;br /&#62;
Using chipmunk trunk pre 5.0 release. &#60;/p&#62;
&#60;p&#62;I have been trying to figure this stuff out myself, and its just making me crazier and crazier. &#60;/p&#62;
&#60;p&#62;My init Code :&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;space = cpSpaceNew();
	cpSpaceResizeActiveHash(space, 32, 120);
	cpSpaceResizeStaticHash(space, 48, 600);
	space-&#38;gt;gravity = cpv(0,-200);
	space-&#38;gt;iterations = 5;&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Another weird problem I am having is adding a joint kills my fps. Like cuts it in half.&#60;br /&#62;
This is for dragging and dropping objects. &#60;/p&#62;
&#60;pre&#62;&#60;code&#62;mouseMotor = cpDampedRotarySpringNew(mouseBody, draggedBody, draggedBody-&#38;gt;a, 0, 100000);

			mouseJoint = cpPivotJointNew2(mouseBody, draggedBody, cpvzero, cpBodyWorld2Local(draggedBody, globalLocation));

			mouseJoint-&#38;gt;maxForce = 50000.0f;
			mouseJoint-&#38;gt;biasCoef = 0.15f;
			cpSpaceAddConstraint([g space], mouseMotor);
			cpSpaceAddConstraint([g space], mouseJoint);&#60;/code&#62;&#60;/pre&#62;
&#60;p&#62;Thanks for the help!!!!!!!!&#60;br /&#62;
(sorry this was so long)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Joe Henry on "NSlog in game loop makes FPS go crazy"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3452#post-21116</link>
			<pubDate>Wed, 16 Dec 2009 13:00:56 +0000</pubDate>
			<dc:creator>Joe Henry</dc:creator>
			<guid isPermaLink="false">21116@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Pretty much the title sums it up.  After I transition to my game scene and set up a few sprites and get a scheduler going, my frames per second goes crazy and displays anything in between 30fps and 60fps. All I'm doing is calling an update method 60 times a second and all that the update method has in it is an NSLog statement.  Here's my code:&#60;/p&#62;
&#60;p&#62;&#60;code&#62;-(id)init {&#60;br /&#62;
	if( (self=[super init] )) {&#60;br /&#62;
		isTouchEnabled = YES;&#60;/p&#62;
&#60;p&#62;		Sprite *battlefieldBackground = [Sprite spriteWithFile:@&#34;prairieBattlefield.png&#34;];&#60;br /&#62;
		battlefieldBackground.position = ccp(160, 320);&#60;br /&#62;
		[self addChild:battlefieldBackground];&#60;/p&#62;
&#60;p&#62;		Sprite *gameMenuBackground = [Sprite spriteWithFile:@&#34;gameSceneMenuBackground.png&#34;];&#60;br /&#62;
		gameMenuBackground.position = ccp(160, 80);&#60;br /&#62;
		[self addChild:gameMenuBackground];&#60;/p&#62;
&#60;p&#62;		AtlasSpriteManager *spriteAtlasManager = [AtlasSpriteManager spriteManagerWithFile:@&#34;inGameActionsSprites.png&#34;];&#60;br /&#62;
		[self addChild:spriteAtlasManager];		&#60;/p&#62;
&#60;p&#62;		AtlasSprite *upgradesIcon = [AtlasSprite spriteWithRect:CGRectMake(0, 0, 64, 63) spriteManager:spriteAtlasManager];&#60;br /&#62;
		AtlasSprite *radarIcon = [AtlasSprite spriteWithRect:CGRectMake(0, 63, 64, 63) spriteManager:spriteAtlasManager];&#60;br /&#62;
		AtlasSprite *radioActiveIcon = [AtlasSprite spriteWithRect:CGRectMake(64, 0, 64, 63) spriteManager:spriteAtlasManager];&#60;br /&#62;
		AtlasSprite *peaceIcon = [AtlasSprite spriteWithRect:CGRectMake(64, 63, 64, 63) spriteManager:spriteAtlasManager];&#60;/p&#62;
&#60;p&#62;		[spriteAtlasManager addChild:upgradesIcon];&#60;br /&#62;
		[spriteAtlasManager addChild:radarIcon];&#60;br /&#62;
		[spriteAtlasManager addChild:radioActiveIcon];&#60;br /&#62;
		[spriteAtlasManager addChild:peaceIcon];&#60;/p&#62;
&#60;p&#62;		MenuItemSprite *upgrades = [MenuItemSprite itemFromNormalSprite:upgradesIcon selectedSprite:upgradesIcon];&#60;br /&#62;
		upgradesIcon.position = ccp(120, 120);&#60;br /&#62;
		upgrades.position = ccp(-40, -120);&#60;/p&#62;
&#60;p&#62;		MenuItemSprite *radar = [MenuItemSprite itemFromNormalSprite:radarIcon selectedSprite:radarIcon];&#60;br /&#62;
		radarIcon.position = ccp(200, 120);&#60;br /&#62;
		radar.position = ccp(40, -120);&#60;/p&#62;
&#60;p&#62;		MenuItemSprite *radioActive = [MenuItemSprite itemFromNormalSprite:radioActiveIcon selectedSprite:radioActiveIcon];&#60;br /&#62;
		radioActiveIcon.position = ccp(120, 40);&#60;br /&#62;
		radioActive.position = ccp(-120, -200);&#60;/p&#62;
&#60;p&#62;		MenuItemSprite *peace = [MenuItemSprite itemFromNormalSprite:peaceIcon selectedSprite:peaceIcon];&#60;br /&#62;
		peaceIcon.position = ccp(200, 40);&#60;br /&#62;
		peace.position = ccp(40, -200);&#60;/p&#62;
&#60;p&#62;		Menu *menu = [Menu menuWithItems:upgrades, radar, radioActive, peace, nil];&#60;br /&#62;
		[self addChild:menu];&#60;/p&#62;
&#60;p&#62;		[self schedule:@selector(update:) interval:1.0f/60.0f];&#60;br /&#62;
	}&#60;br /&#62;
	return self;&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;#pragma mark -&#60;br /&#62;
#pragma mark Game Loop&#60;/p&#62;
&#60;p&#62;-(void)update:(ccTime)aDelta {&#60;br /&#62;
}&#60;/code&#62;&#60;/p&#62;
&#60;p&#62;So my concern is if just an NSlog makes my performance dive that much, what will sprites do to my performance?  I just want to make sure I'm not missing something now before I go and do a bunch of work on my game loop.&#60;/p&#62;
&#60;p&#62;If anyone has some insight on this I'd appreciate it!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>rjett on "Resizing TextureAtlas causing inital slow down"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3404#post-20887</link>
			<pubDate>Mon, 14 Dec 2009 00:31:11 +0000</pubDate>
			<dc:creator>rjett</dc:creator>
			<guid isPermaLink="false">20887@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello everyone! I've been having a long time issue with Cocos2d that I'm hoping someone here can address. In the game I am developing all of the levels I have developed start off very choppy. The frame rate fluctuates highly until the level has been running for a few seconds. After that the level runs smoothly at 30+ fps. I've noticed that this happens after a TextureAtlas has been resized. The console reports the following lines during debugging and then the frame rate smooths out: &#60;/p&#62;
&#60;p&#62;Resizing TextureAtlas capacity, from [1] to [2].&#60;br /&#62;
Resizing TextureAtlas capacity, from [3] to [5].&#60;/p&#62;
&#60;p&#62;Any ideas on what is causing this? I'm not using any TextureAtlas in some parts of my game and for some reason there is still one being resized. Is it the transition that I am calling before loading the level? I'm initializing my level in onEnterTransitionDidFinish, is this wrong? Any input would be great! Thanks.&#60;/p&#62;
&#60;p&#62;*edit* forgot to mention that I'm running cocos2d v0.8.1
&#60;/p&#62;</description>
		</item>
		<item>
			<title>intelliot on "How can I log the framerate (FPS) to the Debugger Console?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3200#post-19773</link>
			<pubDate>Sun, 29 Nov 2009 10:59:29 +0000</pubDate>
			<dc:creator>intelliot</dc:creator>
			<guid isPermaLink="false">19773@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I'd like to periodically log the framerate to the Debugger Console using NSLog() or similar. And I also want to show the amount of time that has elapsed since the scene became active (time since -onEnter, I guess). What exactly is the best way to do this?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>spb3 on "FPS slow down when transitioning from a scene containing UIKit UITableView"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1830#post-11448</link>
			<pubDate>Sat, 12 Sep 2009 14:58:14 +0000</pubDate>
			<dc:creator>spb3</dc:creator>
			<guid isPermaLink="false">11448@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I'm experiencing a FPS slow down (from 60 FPS to ~40 FPS) when transitioning from a scene that displays a UITableView. &#60;/p&#62;
&#60;p&#62;The interesting thing is that this slow down only occurs if I don't interact with the table view before leaving the scene. (If I scroll the tableview before leaving the scene the FPS remains at 60 FPS.&#60;/p&#62;
&#60;p&#62;Can anyone offer any pointers/suggestions as to what I can try to prevent this happening?&#60;/p&#62;
&#60;p&#62;I've found that if I revisit the scene containing the UITableView and scroll it and then leave again the FPS returns to 60FPS.&#60;/p&#62;
&#60;p&#62;I'm adding the UITableView to the scene in the onEnterTransitionDidFinish: method using&#60;/p&#62;
&#60;p&#62;[[[Director sharedDirector] openGLView] addSubview:(UIView *) myTableViewController.tableView];&#60;/p&#62;
&#60;p&#62;Whenever I leave the scene remove the tableview using:&#60;br /&#62;
[myTableViewController.tableView removeFromSuperview];
&#60;/p&#62;</description>
		</item>
		<item>
			<title>parsa28 on "Huge performance drop using TMXTiledMap"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2609#post-16211</link>
			<pubDate>Thu, 22 Oct 2009 13:01:44 +0000</pubDate>
			<dc:creator>parsa28</dc:creator>
			<guid isPermaLink="false">16211@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hey there,&#60;br /&#62;
My game has 20 100x30 TMXTiledMaps (16x6 tiles) added to a ParallaxNode scrolling down the screen. I developed and tested it on iPod 2nd gen os 2.2.1 and it had a solid 60fps all the time. And now when I'm deploying the app to iPhone 2G,3G and 3GS running OS 3.0,  the fps drops to ~40fps all the time. &#60;/p&#62;
&#60;p&#62;The routine for adding maps to the ParallaxNode is as follows: add 2 first tilemaps, when reached the 2nd tilemap, release the previous and add next one and so on. So there are 2 tilemaps added to the ParallaxNode at any given moment.&#60;/p&#62;
&#60;p&#62;When I add a single tilemap instead of 2 tilemaps, the fps gets back to 60. So the problem must be having 2 tilemaps in the node.&#60;/p&#62;
&#60;p&#62;I'm using cocos v0.8.2 and I've tried different directors(FastDirector,DisplayLink,Projection2d).&#60;/p&#62;
&#60;p&#62;Anyone has any idea ?&#60;/p&#62;
&#60;p&#62;Regards,&#60;br /&#62;
Parsa
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Karl on "GL performance with animated sprites"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2677#post-16628</link>
			<pubDate>Tue, 27 Oct 2009 16:09:16 +0000</pubDate>
			<dc:creator>Karl</dc:creator>
			<guid isPermaLink="false">16628@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I'm writing some sprite tests to see how much the iphone can handle, and I'm a little concerned...&#60;/p&#62;
&#60;p&#62;With 10 animated sprites (90x90, RGBA4444, 16 frames, all from a single sprite atlas) running around to random locations on the screen, the performance is jerky at best.  Is this really the best the iphone can do?  What are other peoples experiences?&#60;/p&#62;
&#60;p&#62;Looking at the debug code, the only deallocations are from the MoveTo, Sequence, FastAnimate and RepeatForever actions.  So the AtlasSpriteManager, AtlasAnimation, and AtlasSprite objects are all sticking around.  According to instruments, CPU usage is steady at 12%, but my FPS fluctuates between 25 and 60 when running in release mode on a real iphone.&#60;/p&#62;
&#60;p&#62;I'd really appreciate some advice on how to get good sprite performance because I was hoping to get 20 animated sprites onscreen at a time...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>leesti on "decoupling physics and display frame rates"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/843#post-4983</link>
			<pubDate>Wed, 22 Jul 2009 19:43:59 +0000</pubDate>
			<dc:creator>leesti</dc:creator>
			<guid isPermaLink="false">4983@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;OK I've read the article about creating a fixed timestep for your game physics: -&#60;br /&#62;
&#60;a href=&#34;http://gafferongames.com/game-physics/fix-your-timestep/&#34; rel=&#34;nofollow&#34;&#62;http://gafferongames.com/game-physics/fix-your-timestep/&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;This is great and it makes perfect sense in a traditional gameloop where you can manually check the event queue for incoming events from the operating system.&#60;/p&#62;
&#60;p&#62;I'm pretty stuck with how to integrate this into a cocos2d app though. Is it possible using a schedule?  Has anyone done this successfully?&#60;/p&#62;
&#60;p&#62;Thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>brainjuice on "Director using 10-20% CPU with 1 Scene/1 Layer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2575#post-16025</link>
			<pubDate>Tue, 20 Oct 2009 16:57:11 +0000</pubDate>
			<dc:creator>brainjuice</dc:creator>
			<guid isPermaLink="false">16025@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Running in Instruments with a blank app, single scene which contains an empty layer. The app is taking between 6-7 and 20% CPU in the Activity Monitor, peaking every 5-10 seconds. &#60;/p&#62;
&#60;p&#62;This doesn't sound right. Any thoughts? Or is Director just a CPU hog?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>badawe on "Help me discovery why my game is so HEAVY!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/2226#post-13978</link>
			<pubDate>Thu, 01 Oct 2009 15:20:09 +0000</pubDate>
			<dc:creator>badawe</dc:creator>
			<guid isPermaLink="false">13978@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;I need some help of you guys!&#60;br /&#62;
Its my first game ever, and my first game with cocos2d and iphone, i come from Flash (Actionscript 3) and its my third week working on this project. I never work with Object-c, C or C-whatever before, so i need some advices if i'm doing things wrong ok?&#60;br /&#62;
Its a simple drop box game, and i can't understand how this project on my device its so heavy, so i want share with you guys my project to see if any of you guys give some advices of what I'm doing wrong at this one. And i have some other questions:&#60;/p&#62;
&#60;p&#62; - I really need keep my fps at 60? Because box2d at 30 FPS seems miss many many steps, or something drop fps really hard at the point of the box2d can't calculate precisely.&#60;/p&#62;
&#60;p&#62; - I have some textures by now just to test, so i have 3 big textures i think is (1024x1024) with 12 frames. and this animations, this is bad?&#60;/p&#62;
&#60;p&#62; - How i can check my texture memory? I try follow some tutorial to do this with instruments, but i'm running Snow Leopard with 3.0 OS and i don't have the same options.&#60;/p&#62;
&#60;p&#62;Thank all of you guys and i hope some good soul can help me on that.&#60;/p&#62;
&#60;p&#62;Link to the Projetct:&#60;br /&#62;
&#60;a href=&#34;http://rapidshare.com/files/287383945/Hibernate_Clear.zip.html&#34; rel=&#34;nofollow&#34;&#62;http://rapidshare.com/files/287383945/Hibernate_Clear.zip.html&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>igalic on "FadeOutBLTiles, FadeOutUpTiles, etc. major slowdown"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1847#post-11535</link>
			<pubDate>Sun, 13 Sep 2009 16:11:43 +0000</pubDate>
			<dc:creator>igalic</dc:creator>
			<guid isPermaLink="false">11535@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello everyone,&#60;/p&#62;
&#60;p&#62;I'm having a problem with these transitions. I have a layer where basically all of my game elements are contained, and on it I run something like:&#60;br /&#62;
[self runAction:[FadeOutBLTiles ....]];&#60;/p&#62;
&#60;p&#62;The problem is that when I do this my framerate drops from about 60fps to about 30fps. I wouldn't be much surprised if it only lasted for the duration of the transition, but the framerate never goes back up (I'm later running the same action, but reversed).&#60;/p&#62;
&#60;p&#62;Does anyone have any idea why this is happening? Could it be that it continues to draw my layer in tiles, even after the reverse action completes? And how to prevent it?&#60;/p&#62;
&#60;p&#62;Thanks,&#60;br /&#62;
Ivan Galic&#60;br /&#62;
NightIrion&#60;br /&#62;
&#60;a href=&#34;http://www.nightirion.com&#34; rel=&#34;nofollow&#34;&#62;http://www.nightirion.com&#60;/a&#62;
&#60;/p&#62;</description>
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		<item>
			<title>tswong on "iphone 3gs, how to get fps over 60?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1751#post-10984</link>
			<pubDate>Tue, 08 Sep 2009 14:07:49 +0000</pubDate>
			<dc:creator>tswong</dc:creator>
			<guid isPermaLink="false">10984@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;hi,&#60;br /&#62;
my master thesis is about sgx chip. i need to test it performance on iphone 3gs.&#60;br /&#62;
as the fps never goes beyond 60, it really restricts my tests.&#60;br /&#62;
I saw many posts talking about inconsistent fps between 60 and 40.&#60;br /&#62;
beside this problem i also hope to know if there is a way to get animation faster than 60fps.&#60;/p&#62;
&#60;p&#62;zodTTD put a video showing its program running at over 150 fps, but i didnt find anything telling people how to do it.&#60;/p&#62;
&#60;p&#62;can anyone help?&#60;br /&#62;
thanks alot
&#60;/p&#62;</description>
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			<title>mkrn on "Consistent performance"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1333#post-8060</link>
			<pubDate>Fri, 14 Aug 2009 18:12:52 +0000</pubDate>
			<dc:creator>mkrn</dc:creator>
			<guid isPermaLink="false">8060@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hi All!&#60;br /&#62;
We are in the finishing stage of the game (promo-codes will appear here of course) and all about optimization now. &#60;/p&#62;
&#60;p&#62;I will share my thoughts on loading/unloading, and using multiplex layers, things we've changed in the engine and more.&#60;/p&#62;
&#60;p&#62;But the question now is (and I think many are interested) - consistent performance.&#60;/p&#62;
&#60;p&#62;So we have a layer structure, and one of them launches a schedule at interval 1/30 that updates itself and all the other layers (positions of obstacles, hero, backgrounds, etc).&#60;/p&#62;
&#60;p&#62;We haven't used ccTime delta time, so when performance went down it was much easier to pass the level (form of cheating). On the other side when played in simulator it went so fast you could barely track it.&#60;/p&#62;
&#60;p&#62;So our game is action-packed and very fast. We were wondering: what are the right choices? Use fast director, run scheduler without interval and use dTime? Or somehow restrict FPS to 30 or so? How often to calculate how often it draws?&#60;/p&#62;
&#60;p&#62;What do you reckon is a good practice? On using fast director, scheduler intervals and other.&#60;/p&#62;
&#60;p&#62;Also we've noticed that occasionally the performance would slow-down considerably for a quick moment (maybe something in background) - any workaround on that? &#60;/p&#62;
&#60;p&#62;Thanks in advance! Let all your games be as fast as possible
&#60;/p&#62;</description>
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			<title>penguins on "20 FPS is bad."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1244#post-7547</link>
			<pubDate>Tue, 11 Aug 2009 00:23:33 +0000</pubDate>
			<dc:creator>penguins</dc:creator>
			<guid isPermaLink="false">7547@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello again,&#60;/p&#62;
&#60;p&#62;I was working on my game, nothing that complicated going on yet, and I decided to test it on my actually phone (3g, running 3.0). I got really unhappy results, of around 30-25 fps. &#60;/p&#62;
&#60;p&#62;I have literally like 3 objects(imgs, and a bodys with a shapes attached) on the screen.&#60;/p&#62;
&#60;p&#62;I tried switching off the tilemap, nothing, tried removing bodies, nothing, I think it might be something to do with chipmunk.&#60;/p&#62;
&#60;p&#62;I am wondering if anyone else has run into this issue, and or solved it. &#60;/p&#62;
&#60;p&#62;I tested some of the sample code (chipmunk test mostly), and I get literally 1.7 fps on the second chipmunk demo on the phone.  &#60;/p&#62;
&#60;p&#62;I did try and use shark, and instruments on it, but I didn't really know what I was looking for, so that led me nowhere.&#60;/p&#62;
&#60;p&#62;More info,&#60;br /&#62;
I am running cocos2d 8.0&#60;br /&#62;
And the trunk version of chipmunk2d, but the slowness occurs with what was the default in cocos2d.&#60;/p&#62;
&#60;p&#62;Thanks for the help.
&#60;/p&#62;</description>
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			<title>leesti on "framerates on iphone"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/794#post-4719</link>
			<pubDate>Tue, 21 Jul 2009 07:50:30 +0000</pubDate>
			<dc:creator>leesti</dc:creator>
			<guid isPermaLink="false">4719@http://www.cocos2d-iphone.org/forum/</guid>
			<description>&#60;p&#62;Hello,&#60;/p&#62;
&#60;p&#62;First post this.  I've been building on the simulator whilst developing my first game - using a scheduler at 60fps.  Seems to run fine, but when building on the iphone, the game starts at 30fps, then seems to swap randomly between 30 and 60fps.  It seems to (sometimes) eventually get to a consistent 60fps after maybe 30 seconds or so.  The game is really doing nothing intensive, just a simple bouncing ball with a touch event at the moment, so it seems unlikely it would be too much to fit into 60fps.&#60;/p&#62;
&#60;p&#62;Has anyone else experienced this?  Seems almost like the iphone is doing some startup background tasks for some time after the game has started.&#60;/p&#62;
&#60;p&#62;Any ideas?&#60;/p&#62;
&#60;p&#62;Thanks
&#60;/p&#62;</description>
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