Hi all,
I just picked up a iPhone 3G-S today, and It's quite impressive. Although, I'm running into a major issue that seems directly related to Cocos2d.
I've been developing with a 3G, 2G, and an iPod Touch. I added the 3G-S to my list of devices and there seems to be a performance bottleneck.
I compile the performanceTestSprite project in either 2.2.1, or 3.0, and let it run for awhile. If I continue to add/remove nodes constantly then let it sit, the frame rate will drop to around 30-40 fps. While it's down that low, if I remove all the nodes the framerate doesn't improve. As soon as I hit the reset button in the middle between the arrows, the framerate is back at 60.
I'm not sure if something to do with the garbage collection has changed, but this behavior happens consistently on every Cocos2d project that I've tried.
I know this is not my specific iPhone because I was able to test this on multiple 3G-S's, and the same thing happened. When I run this on my iTouch, this behavior doesn't happen at all. I can spam the add/remove nodes button and when I stop, the Framerate settles to the norm. No need to hit the "reset" button.
Anyone have any ideas?
Thanks,
Rick Marino
<www.game-grinder.com>