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I had a sprite kit based game running fine on iOS8, however when testing the app on the iOS 9 beta 5 and it is jerky and quite slow.

So I installed the xcode 7 and recompiled the app in swift 2.0, but it is still very slow and jerky.

Is anybody else having this issue? an ideas how to fix it?

MandelDuck
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  • I'm using CoreImage with OpenGL and it became very slow when compiling with iOS 9, but in my case, it was fast compiled with ios8 and running on iOS 9 device.. – Paulo Cesar Aug 24 '15 at 16:53

5 Answers5

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Not sure if you were able to resolve your problem, but I've been experiencing a lot of lagging with Swift2.0 and XCode7 - smh (9/23/15)

Here is what I did:

  1. Clean your derived data for your project. Not just the content but the folder that contains the Derived data;
  2. Go to Build Settings;
  3. Click All ;
  4. Search for Whole (Optimization Levels should come up)
  5. Check Fast Module Optimization for debug and release.

I am seeing a huge performance increase. However, I'm still testing.

gvlasov
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TheRealRonDez
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I had the same problem. My app that uses GLKit always ran above 40fps in iOS 8 and dropped to less than 10fps in iOS 9.

To fix it I started a new project in xcode 7 and dragged all the files accross from the existing project. Desperate times called for desperate measures but now it runs perfectly in iOS 9.

Probably not a viable solution for most people but it worked for me.

  • Unfortunately that was not a resolution for me. To drop into single digits fps from a solid 55? What must have been changed in the internals? – scriptocalypse Sep 18 '15 at 18:12
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I had the same problem. It turns out that it was because I was using multiple SKViews in my app. I didn't have noticeable issues in iOS 8, but then they got much worse in iOS 9. Fortunately there is a good technical article put out by Apple that outlines what to do for multiple SKViews in different view controllers. When I implemented this performance went back up to 60FPS:

https://developer.apple.com/library/ios/qa/qa1889/_index.html

Chris Garrett
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Sounds like you might be using SKLightNode? If so try removing all light node's from your code. I did this and my game is running back at 60fps like it did in iOS8. This is just one of the issues that SpritKit has in iOS 9 and it's become a sore subject on the Apple Forums with little feedback from Apple. Try going through the forums if SKLightNode isn't the problem in your game: https://forums.developer.apple.com/welcome.

Source:SKLightNode performance issues

Community
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quinton-ashley
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I posted one possible solution to this here: My Xcode 7.3 compiler is constantly breaking and causing extremely long Build and Compile times

The problem for me was that I used Emojis for variable names and .swift file names.

I would recommend that you attempt to open and save your project in a free version of AppCode which is how I was able to diagnose the Emoji problem by checking to see how AppCode behaves with the same project.

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Matt Andrzejczuk
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