I am making a game and I noticed that during some scenes, my FPS kept dropping around the 55-60FPS area (using texture atlas). This drove me nuts so I decided to put all my assets to the Images.xcassets folder and voila, steady 60FPS.
I thought this was a fluke or that I was doing something wrong, so I decided to start a new project and perform some benchmarks...
Apple's documentation says that using texture atlas's will improve app performance. Basically, allowing your app to take advantage of batch rendering. However...
The Test (https://github.com/JRam13/JSGlitch):
- (void)runTest
{
SKAction *spawn = [SKAction runBlock:^{
for (int i=0; i<10; i++) {
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:@"Spaceship"];
sprite.xScale = 0.5;
sprite.yScale = 0.5;
sprite.position = CGPointMake(0, [self randomNumberBetweenMin:0 andMax:768]);
SKAction *action = [SKAction rotateByAngle:M_PI duration:1];
[sprite runAction:[SKAction repeatActionForever:action]];
SKAction *move = [SKAction moveByX:1200 y:0 duration:2];
[sprite runAction:move];
//notice I don't remove from parent (see test2 below)
[self addChild:sprite];
}
}];
SKAction *wait = [SKAction waitForDuration:.1];
SKAction *sequence = [SKAction sequence:@[spawn,wait]];
SKAction *repeat = [SKAction repeatActionForever:sequence];
[self runAction:repeat];
}
Results:
Tests repeatedly show that using the xcassets performed way better than the atlas counterpart in FPS. The atlas does seem to manage memory marginally better than the xcassets though.
Anybody know why these results show that images.xcassets has better performance than the atlas?
Some hypotheses I've come up with:
- xcassets is just better optimized than atlasas.
- atlasas are good at drawing lots of images in one draw pass, but have bigger overhead with repeated sprites. If true, this means that if your sprite appears multiple times on screen (which was the case in my original game), it is better to remove it from the atlas.
atlas sheets must be filled in order to optimize performance
Update
For this next test I went ahead and removed the sprite from parent after it goes offscreen. I also used 7 different images. We should see a huge performance gain using atlas due to the draw count but...