lennaert wrote:Your base tilemap seems to consume most.
As soon as you reduce the window size the frame speed picks up. And removing the base tilemap gives quite some fps back.
After the base its those 2 image decorations. Removing them also gives some fps back.
Perhaps its due to using 3 layers of tilemaps ? I have not used tilemaps that much, so I am not sure on that. Perhaps the tiles you used are a bit big ? or the overal size of the tilemaps are too big ?
Instead of using the 2 decoration tilemaps to place your other objects, perhaps use sprites ?
Also, you can set sampling to linear, looks better imo.
How come. It's all about a bunch of repeated smaller tiles. If I don't use any movement, fps stays at 60. Removing all the decorations give me back about 10~15 fps. Is it right? It seems TOO limited for me. Tilemap should give me a lot advantage, not the opposite. Also, bear in mind that it's only one object moving, imagine a bunch of them.
The tiles are 32x32. Can't be that.
The tilemap object size doesn't affect performance by it self.
For the decorations: Using sprites wouldn't help because I would increase a lot my object count. Performance issue would be worse in this case.
I'm really getting frustrated with C2 regarding to performance issues in mobiles. I'm about to give up and perhaps trying to make games for PC only. Too limited in comparison with other engines, in my opinion. That's the conclusion I get after months doing my games and, after this project, I'm sure.