I've noticed a major drop in fps in my sprite kit game having upgraded from iOS 8.4 to iOS 9. Has anyone else encountered this?
My texture atlases are still buried away in .atlas files. I've tried to use the asset catalog texture atlas functionality as an experiment and that gives even worse performance.
SpriteKit runs efficiently on the GPU. CoreGraphics runs on the CPU.
SceneKit and SpriteKit are very similar to each other. SceneKit is a little harder to learn but it's pretty simple. SceneKit would be the only way to have a 3D model(With the options you provided). You can have a SpriteKit scene over top of the SceneKit scene to display labels that stay put.
SceneKit, SpriteKit and Core Image all have some integration with Metal shaders and Metal rendering. There may be times when you don't want to write a full-blown 3D Metal app, but you want to take advantage of SceneKit. Or perhaps all you want is a 2D layer in your Metal app — for that, you can use SpriteKit.
SpriteKit is a general-purpose framework for drawing shapes, particles, text, images, and video in two dimensions. It leverages Metal to achieve high-performance rendering, while offering a simple programming interface to make it easy to create games and other graphics-intensive apps.
Have you tried this?
skView.ignoresSiblingOrder = YES;
You will probably have to set some zValues explicitly after the change, but the number of draw calls will hopefully be reduced. You can BTW display the number of draw calls by this line:
skView.showsDrawCount = YES;
https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Nodes/Nodes.html
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