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Inspiring
May 19, 2013
Question

FPS drops when tapping anywhere on the screen

  • May 19, 2013
  • 2 replies
  • 1855 views

Have had this problem since I first started with mobile apps. Any solutions? I've searched thoroughly and can't find any answer.

I add an FPS displayer to the app to keep track of the FPS (btw, is capitalized FPS only used for First Person Shooter or also the Framerate?, should the framrate be "fps"?, alsways wondering that ). Wherever I tap the screen, the FPS drops. I don't even have to have any other code, so it's not even a button I tap. It can be in an empty black space and it just makes the game run slower. Even if I remove the FPS displayer and just add the smallest code needed to move an mc from the left side to the right and tap the screen fast while it moves, it moves stuttery and/or slows down. If the screen is not touched, it can take it 5 secs to go from left to right, if I tap the screen as fast as I can while it moves, it can take up to 8+ secs before it gets to the right side.

So, what's up with this slowdown when the screen is touched in Adobe Air mobile apps? Been like this since the very first Adobe Air/SDK version I used, and right now I'm using the latest one (3.7). And it happens both with GPU and CPU. If I don't tap the screen furiously, the stuff runs great and good framerate. In some cases it also slowsdown if I just hold the finger down on the screen and moving it around. But then it usually have to be on something, not just blank space.

I surely can't be the only one.

This topic has been closed for replies.

2 replies

TimJaramillo
Inspiring
February 3, 2015

Bumping this thread. I'm building an AIR kiosk app (AIR 14.0 for Desktop, Windows 7 PC, Samsung LS24C770TS monitor), and am experiencing a similar issue as Tenchy.

If the user quickly taps any visible MovieClip (even MCs that don't have any touch event listeners) in my app, it causes severe lag in other touch events. Odd thing is that the frame rate is not affected by tapping fast, it's just that other touch events are delayed while tapping non-interactive MCs.

Referencing the thread below, I've tried both mouseEnabled = false and mouseChildren = false, on the non-interactive MCs. This doesn't fix the issue. The touch objects and non-touch objects are not deeply nested.

severe frame rate drop when touching screen iOS

Has anyone found a solution for this issue?

Known Participant
May 19, 2013

Hello, there are times I tap rapidly on the game I am developing and do not experience the slow down you mentioned.  I use GPU mode and have been testing on a Samsung Tab II 10.1 inch for the past 9 months.

I do not use touch events....all the actionscript uses mouse events. 

I only have a single stage listener for the mouse events and then figure out which object has been touched on the screen using the x-y coordinates of the touch.

All my objects are small bitmaps. 

Finally, I only have a single enterframe event that runs all the code.

Maybe it is the device you are testing on?

TenchyMyoAuthor
Inspiring
May 19, 2013

Hi

I'm testing on iPhone 3GS, 4 and 4S, all got latest firmware installed.

And I get this problem on all of them, even if I use no touch event or listerner of any kind, always been this way for me. The more the game has going on, the easier it is to drop the framerate by tapping on the screen anywhere. If there's nothing on the screen except a framerate display or if there's no framerate display and just something moving, then you need to tap very fast (I'm using 2 fingers) to make the framerate go down. Doesn't matter if I use bitmaps, vectors, CPU, GPU or nothing at all (well, got to have something to see if the speed goes down when tapping, like fps display or something moving).

Edit: forgot to mention, I'm coding for iOS.