Blitting is slow on the iOS!
We decided to go on full scale developing a high quality phone game with Air for phones, after air behaved greatly on the android.
bought an iPod touch 4 (which is similar to iphone 4G except the ram part) to test the engine, being excited to see the boost in performance as flash is running as a byte code on the iOS, I was shocked that it's really slow, slow to the point that it's useless, even with only 10 renders the fps is bad!
I am running this same demo which runs at 30 fps on the android while in iOS it's sliding between 10 - 30.
this is funny after I played infinity blade which has graphics comparable to the PS3!!
I removed ever single variable declaration inside the game loop just in case the garbage collection is doing this, but it still slow.
tried different methods of clearing the drawing canvas even not clearing it but also didn't work.
both gpu and cpu are slow.
so any ideas about this?
don't bother with the graphics in the video, what we're making is something like this which is going to be a great demonstration for Air, and we'll proudly state that we used Air for development, so please help me on this Adobe!
so should try changing the method for rendering (scraping everything I've done for the engine including a world editor), or have faith and keep testing on the android until a faster update for the iOS is released?
even being an android fan boy, iOS is more important than android as google doesn't support publishing/buying on the android market from my region while apple happily does, a release for blackberry playbook is also planned that's in case we don't end up using unity3D which I don't really wanna do.
