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Performance benchmark


What can I expect from a CocosSharp performance wise?

I have an iOS app with 300 sprites (128x128px). Most of them drawn outside of visible bounds (that should clip right?).
There are 15 draw calls. The draw time is 9-11 ms and FPS around 60.

Increasing to 600 sprites give me still 15 draw calls. Draw time about 20ms and FPS < 30.

Does CocosSharp perform clipping to exclude sprites not visible on screen?
Is there anything else I can do to increase draw performance? Mipmapping sprites (but then I loose batching?)

Also I had to set zOrder manually to get any kind of batching going on. Otherwise it was one draw call per sprite.

Using Cocos sharp 1.7.1


// Johan

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