Wanted to cross-post Matt's benchmark table here. He just posted a comparison of 1.12 and 1.13, which does show a significant performance regression especially on setting sprite images: Benchmarks & Optimisations - #16 by matt
Daily Driver (the only available build that has been unchanged for ages) no longer runs at a locked 60fps. At idle it's about 58fps (worrying because it ran much higher than 60fps) and during movement drops to about 52fps.
My investigation in the benchmarks thread are unconnected. I've not had a chance to look into profiling my games on 1.13.0 vs 1.11.1
did previous SDK's allow for more than 50 fps then ? or is there a way to get it to run above the locked 50 fps ? i think i saw something related to setting refreshrate to 0 so it would run unlocked, but with my tests on the device (for a c api game) it still locked to 50 fps but on simulator i saw it use 99 fps
Hi @Guv_Bubbs - you said in the 1.13.1-beta2 thread that things were back where they should be on the grid. Was the FPS any better too?
I recorded via mirror a clip of 1.12.2 C-code being played on 1.12.2
And the same 1.12.2 C-code being played on 1.13.1-beta2
Running Mirror itself knocks off a few FPS, this should be consistent for both.
Overall, the C-performance does not look to be changed. At least, not at the level where it would stand out here. If you are having performance issues still, it would hence point to changes in the lua layer.
I have an MR in to roll back the sprite change, performance is back to how it was. I hired my daughter as a tester this morning to play games on it and she didn't run into any problems. I'm not sure if we'll get that into 1.13.1 or not, though.
If any of y'all want to try it out on the device DM me your serial number and I'll add you to a test cohort!
You may have seen this elsewhere (I mentioned it in the 1.13.1 announcement thread), but Dave's performance fixes aren't in 1.13.1. We're hoping to get that fix out soon though, we certainly know that it impacts a lot of devs.