0 votes


I am developing a prototype for an android game and I am having some issues with the fps. I wasnt sure if it is a performance issue since the proyect involves some physics calculations for buoyancy and so on, but i tried disabling the most heavy process functions and it seems to stil get the same rating...

I've tried to use GLES2 (witch i am not sure if makes any difference since the game is 2d), to set a force fps.. The strange thing is that it doesnt matter whatever I make the rate seems to be exactly the same (neither better or worse), anything makes any difference...
I am a bit frustrated with this and I have tried everyting I found online, thats why I am asking here.

I added a simple label to display the fps and in the computer it can make 60fps easily, but when exporting I get 7 or 8!

Its a huge difference and I cant seem to figure out a cause. The physics fps are 60, resolution is 600x1024... I though that maybe it was because of the buoyancy simulation, but it doesnt seem to make that much of a diference...

Is there anything I could be missing?


Here is an example of the fps display in my phone

in Engine by (18 points)

This could be due to line drawing, which is notoriously slow on some devices. Try using a few sprites to represent the line instead.

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