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김영균m93520964
Participating Frequently
September 17, 2015
Question

Stage3D performance issues on the various mobile devices

  • September 17, 2015
  • 1 reply
  • 1457 views

Hello ~

I have developed game project with air mobile. (forgive my bad English)

We used stage3d to develop 2D ActionGame. Although it's based on 2D, we used lots of sprite and effect, so it needs to high spec mobile device.

Recently we tested the game on the Android Mobile device. Target devices are Galaxy Edge(QHD), Xperia(new model), Galaxy 4, Optimus(old model), Galaxy Node4(QHD).. etc...

We keep the game resolution and stretch the screen to fit each mobile devices.

The problem is, the old mobile device works fine... showing good frames and has no frame drop.

But newest mobile device(especially high resolution mobile devices), worked bad... showing low frame rates, frequent frame drop, and high temperature. (some time, the device shut down...)

I guess, although we scaled game to fit the device supported high resolution, It seems to has very high cost to rasterize the game scene.

I try to change the resolution of stage but not work good..

Someone told me the information that unity3d keeps game resolution and resolution of the mobile devices do not affect the game resolutions.

Is there any solution to work out? or Does Adobe have any plan to support multi device resolutions for Mobile Projects.

This topic has been closed for replies.

1 reply

Colin Holgate
Inspiring
September 17, 2015

Are the devices that are slow ARM or x86?

natural_criticB837
Legend
September 17, 2015

What do yo mean with "multi device resultions"? You can render your content in the native resolution of any device.

김영균m93520964
Participating Frequently
September 17, 2015

I want to my contents render in fixed resolution. Is it possible? (Sorry I didn't make a core logic in GameEngine)

I just found the some clue. The backBuffer Size is same with device resolution. Is it problem?