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iPhone 6 animation performance cut in half #3005
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Maybe we can take a naive first cut at dividing devices into two camps — lower-end and higher-end — and choosing 30 or 60 as a result. Lower-end would probably include:
Something like that? |
We can also try just making it 60 fps. The essence of the fix is to do A better fix would be to do what Justin suggested. On Wed, Nov 11, 2015 at 3:07 PM, Justin R. Miller notifications@github.com
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I’ve been playing around with |
Sure, sounds good. I'd like to do a little bit of testing on my own time On Wed, Nov 11, 2015 at 3:45 PM, Minh Nguyễn notifications@github.com
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@1ec5 I went ahead and did some testing on this on the iPod touch, and it's going to be totally fine on all devices. As I suspected, it's the act of doing things on a regular tick that helps the framerate's visible appearance, not so much when the tick arrives. So even if the device can't quite keep up, it still is visually pleasing. |
🎉 |
To state the obvious, #2922 cuts the maximum framerate down from 60fps to 30fps. Prior to #2922, MGLMapView would pan smoothly at 60fps (as confirmed by Xcode) on my iPhone 6 running iOS 9.1. Now it maxes out at 30fps, causing every animation to be choppy to an extent that’s difficult to ignore. (An
MGLTargetFrameInterval
of 1 unsurprisingly feels great.) Perhaps 30fps is beneficial for the iPod touch @adam-mapbox was testing on, but that should not come at the cost of performance on more current or more powerful hardware, where there is a greater expectation of smooth animations./cc @adam-mapbox @incanus @friedbunny @jfirebaugh
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