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972

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I'm currently working on an OpenGL ES 1.1 app for the iPad

its running at full 768x1024 iPad resolution, with textures, polygons, and the works

but only at about 30 fps! (not fast enough for my purposes)

im pretty sure its not my code, because when i lowered the resolution, the FPS increased, eventually the normal 60 at iPod touch resoultion

Is anyone else encountering this FPS slowdown? should I reduce the size then scale up?... also, would upgrading to opengl 2.0 increase speed?

any guidance is much appreciated!

+4  A: 

The iPad has the exact same GPU as the iPhone 3GS, so you would probably expect worse fullscreen performance on the iPad due to having to push 5 times as many pixels.

If this is the case, then using scaling is probably the best solution. After all, even console developers have to do it!

Coxy
i thought so...
pop850
+2  A: 

I had same problem when porting an iPhone game to iPad. There are few optimizations that raised FPS from 5-6 to 20+:

  • using vbo-s
  • reducing as much as possible per fragment operations(fog, blend, multi-texturing)
  • putting some operations on CPU(lights for example)
  • using multi-texturing instead of multi-pass with blend
  • improving culling algorithm(now we have a better CPU)
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