I’ve just finished developing a game using SpriteManager2. All my graphics are 2D with lots of animations and my game scene includes 4 uncompressed textures each sized 1024x1024. The game runs fine on 3GS, but has a low frame rate on 1st gen devices.
So three questions:
How many textures do you have in your iPhone game? Compressed/uncompressed? And what size are they?
Does the amount of memory used by the game have an influence on the frame rate?
Should you even bother with lower frame rate on 1st gen devices?
Are you sure the performance bottleneck is the number/size of the textures? iPhone 3G differs from 3Gs in a lot of parameters, from the CPU to a completely different GPU.
Where time is spent according to iPhone internal profiler?
I’ve just managed to redo my sprite atlases, so I only have 2 1024x1024 and 2 512x512 both uncompressed. Now the game is using around 50 MB of memory on 3GS and 48 MB on iPod Touch 1st gen. This has improved the frame rate significantly. However it still does not run smoothly on a 1st gen device. But based on your feedback I will probably just leave it there and hope it does not result in too many bad ratings
Aras, I’ll check the profiler later today and post the results here. Maybe you can help decipher it?
By the way, I’ve made a simple site showing some features and screenshots of the game. Please have a look.