Is it possible to get consistent 60fps on iOS?
Posted: Sat Jun 18, 2016 11:40 pm
Hey people! I've been playing around with LÖVE the past couple days and I'm really liking it! So I'm new here. Nice place you've got!
I'm planning to build an iOS game. A high priority for me is having smooth, 60fps animation. It runs perfectly smooth on my Mac. I've got a really simple prototype game going on, so I figured it'd be a good time to see how it runs on iOS. I'm not part of the paid iOS Developer Program, so I'm only using the iOS simulator.
In the simulator, it looks pretty clunky. love.timer.getFPS() reports that it's running at 50-60fps, but it looks like 20-30fps to my eyes.
I thought this might have to do with physics in my game, so I tried this really simple test case:
Again, it reports that it's running at ~60fps, but it looks like about 30fps.
If I were running this on a physical iPhone, would it look as smooth as the fps that's being reported? Or is the iOS simulator pretty accurate with rendering performance? I'd like to get to the bottom of this before plopping down a big chunk of change to join the iOS Developer Program.
Thanks for your help!
I'm planning to build an iOS game. A high priority for me is having smooth, 60fps animation. It runs perfectly smooth on my Mac. I've got a really simple prototype game going on, so I figured it'd be a good time to see how it runs on iOS. I'm not part of the paid iOS Developer Program, so I'm only using the iOS simulator.
In the simulator, it looks pretty clunky. love.timer.getFPS() reports that it's running at 50-60fps, but it looks like 20-30fps to my eyes.
I thought this might have to do with physics in my game, so I tried this really simple test case:
Code: Select all
-- this draws a little ball that moves
-- up and down smoothly
function love.load ()
love.window.setMode( 375, 667) -- iPhone 6S size
t=0
end
function love.update ()
t=t+0.1
end
function love.draw ()
love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10)
local w, h = love.graphics.getDimensions()
local y = h/2 + math.sin(t) * h/2
love.graphics.circle("fill", w/2, y, 10)
end
If I were running this on a physical iPhone, would it look as smooth as the fps that's being reported? Or is the iOS simulator pretty accurate with rendering performance? I'd like to get to the bottom of this before plopping down a big chunk of change to join the iOS Developer Program.
Thanks for your help!