Does iAd banner reduces FPS?
I have cocos2d project created by Spritebuilder.
Indeed, since I added iAd my FPS is terrible. I was 60 all game and now it's variable from 35-50 FPS.
Any ideas please because my game is almost not playable with this banner.
Thank for help
try to reduce the fill rate of the iad
also see here: iAd reducing FPS?
Related
I have a QChart in my application that receives information in real time.
The chart is also scrolling to the left every 100 millisecond with the help of a timer. This chart works well but the problem is that in two minutes, my application is taking all ressources from my CPU and my computer becomes very slow.
Does anyone already had this problem and how did you solve it ?
I'm making a game in SDL 2 and whenever something moves on the screen, it becomes blurry. I tried to catch it on a screen shot but I don't seem to be able to. My question is: is it because of the game or because of my monitor. The blur appears both when I'm running the game on 230 FPS w/o V-Sync and when is caped at 60 with V-Sync.
PS Monitor refresh rate: 60 Hz
I've found the answer. It's because of the monitor. Probably because of the refresh rate. If I move a window on the screen I see the same blur.
Problem: I have a CCSprite animation that uses 7 frames. It works fine when I run the action with a delay of .04f, however, I need to run this animation at .02f which causes it to completely stop about 2~3 frames into the sprite animation. Bumping it up to .03f gets about 4~5 frames in before the sprite freezes.
I can't post the code because there's way too much. Really I'm looking for a general idea of where to start looking. The CCSprite I'm calling the runaction on is being retained, so that doesn't seem to be the issue. Thoughts?
I have two timers to repaint a QGLWidget and determine the FPS
QObject::connect(&fpsTimer, SIGNAL(timeout()), this, SLOT(updateFps()));
fpsTimer.start(1000);
QObject::connect(&updateTimer, SIGNAL(timeout()), this, SLOT(updatePanel()));
updateTimer.start(0);
void GLPanel::updatePanel()
{
updateBuffers();
updateGL();
frameCount++;
}
I also update the vbos with new data each and every frame.
On my machine with Qt installed I get a consistent 60 FPS since the update timer will fire based off the GUI thread. I have tried setting it to update every 15ms instead of relying on the GUI thread with no luck. On other machines it ramps up to around 1000 FPS.
Another problem I am having is that my points are not drawing correctly on other machines. They are drawn in the wrong place and colors. As to whether this is related to Qt or OpenGL...?
Any ideas on what would cause this?
Other machines after clicking in the middle of the screen
Other machines
Working Dev Machine after clicking on a point
Working Dev Machine
They are both supposed to look exactly the same.
Your drawing timer is using interval of 0 ms. So the program tries to draw as fast as possible. That's why the other computers have very high frame rates. Your computer is most probably using the display driver's vsync setting. Vsync will synchronize the drawing to the refresh rate of the monitor, that's why the 60 Hz framerate. So you can limit the other computers' frame rate to 60 by using the vsync setting.
However, some old and cheap display cards do not support the vsync at all. Then you need to change the timer's interval, for example to 15 ms. It won't produce as good results as vsync, but it is much better than drawing at 1000 Hz.
I have made my application in cocos2d, and has added advertising iad and admob, but to upgrade to ios6, when I click on the ad, then returning to the application and amending view is vertical, completely distorting the game, putting the wrong image.
What's going on? What have they done with ios6 to stop working so much? 'And finally as you can fix that?
Me also had same problem in iOS6, cocos2D game with admob. Finally we fixed this issue by using new admob sdk from admob site.
Hereis new iOS6 admob sdk.