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I think you need a more nuanced approach for resolution other than |
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I was testing my app on iPhone 5s where it holds steady 60fps without any issues and Samsung galaxy s8 where it struggled to hit 25fps in some places.
After some tinkering I was able to achieve decent performance on samsung by applying "A LOT" cacheAsBitmap's. So I assume performance is hindered by amount of objects in a scene? But to be honest I don't think I have that many (see images below). I am using BitmapFonts, avoiding filters, and each scene has max of like 2 square masks. My sprites are packed into spritsheets as well I have roughly 5 4000x4000 spritesheets.
So I was wondering why such big performance diff between ios flagship released in 2016 and android one released in 2017?
My settings for pixi v6 look like this
Most troublesome screens are ones with scrollable lists (note each element that is not visible on the screen is culled)
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