Advanced question: GPU vs Stage3D with samples for iOS. All who know and have iOS devices come here)
Hi All.
During developing own TRW framework for GPU rendering I meet some success. All tests developed for iPhone with retina 960x640. on iPads retina was disabled (Used Air 3.6)
Starling version: http://tinyurl.com/bcdw77p
TRW version: http://tinyurl.com/bxevsnw
Just press add unit and compare performance. If you want - post it here. Will check with pleasure )
Question:
TRW show on the same scene comparing to Starling ~ 1 to 1 FPS < 500 units on the screen. And next - each 100 units Stagling show better FPS than my TRW. Ofcoarse Starling with Stage3D best solution than my GPU. But! But Starling make images some blurred. TRW render they with pixel snapping (better image quality)
Stage3D games for web much harder to sell becasue game portals don't like wmode = direct, they use default window. So developing Stage3D game for web it's some timespending if you want to make a money right now. Instead they love games without Stage3d.
Looking on Stage3D - interests of Adobe growing I think what will be better. Use GPU rendering from same sources for web and air so I can guaranteed sell game on any portal? Developing web with gpu and air with stage3d expensive idea. But better solution.
Web can use FlasCC with GPU without any premium license - this a plus. I can use GPU & C++ Box2D in web and this will show better performance than Stage3D & C++ Box2D in web.
If Adobe improve ActionScript from 3.0 to 4.0 as they said on roadmap - this can improve GPU rendering or not? If they don't kill DisplayList & GPU ofcoarse
Because if they don't remove DisplayList & GPU - my TRW framework can render faster than now. But Stage3d will not have the same speed boost?
So what someone think? Improve TRW so it can use Stage3D and GPU with one framework or kill myself and use Starling and forget about GPU?
