I’ve been testing a simple runner game both in Win32 and in a Galaxy S3, as well as other similar phones. The FPS always remains around 60 fps, which is very good. The game has 3 sets of assets: 2048x1536, 1024x768 and 512x384.
Now, I’m testing on a Samsung Galaxy Ace Plus S7500 running Android 2.3.6, which has a 480x320 resolution, so the 512x384 resolution is picked and scaled down. The problem I have is that in this device the game runs at 86 fps, so it’s unbearably fast.
Could this be a problem of the assets being scaled down instead of up? (should I make them 480x320 instead of 512x384? It’s a drag to do it, that’s why I ask here first in case anyone knows)
The Animation Interval is set in AppDelegate.cpp like this:
pDirector->setAnimationInterval(1.0 / 60);
Please note this doesn’t happen in Win32 when I set the window to 480x320 (the right assets of 512x384 are picked and scaled down, but the FPS remains at 60).
Any help is greatly appreciated!