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Hello All In the app my studio is currently developing we are planning on using Everyplay to help us record and share videos amongst our users . we ran a major optimization pass where we removed a shader that was giving us performance headaches. when we had the shader the game was running at 40 FPS and when we recorded with Everyplay I recall the frame rate remaining stable .

yet now that we removed this shader and are running at 60 FPS recording with EveryPlay is dropping our frame rate from 60 FPS to about 20 and once we stop the Everyplay Recording the frame rate rises again to 50 -60 FPS .

Has anyone else had a similar experience or know how to solve this issue ?

Right now we are experimenting with Everyplay on the Android which I know is still a very young SDK and I sent a message to the Everyplay support e-mail as well .

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尤其是安卓版本还有很大的改进空间,现在已经有几个版本对问题进行了微调和优化。

大多数情况下,设备之间的性能差异是由于不同的 GPU 供应商造成的,Mali/Adreno 已经运行良好。使用 Nvidia 的 Tegra,仍有许多 GPU 特定的优化正在开发中,但对于更简单的游戏应该可以正常工作

更新:截至 2015 年 3 月,现在有一个新的 SDK 1.3 版本发布,其中包括主要的图形性能和稳定性改进,尤其是针对 Nvidia Tegra 的。

于 2014-04-08T08:17:07.873 回答