Im testing a prototype of my game on both Android and iOS. The devices Im using to test are a Nexus 5X and an iPhone5. I have tested by building in Intel XDK, then installing the apk and ipa files on each phone.
So the Nexus is more powerful and gives a comfortable 60fps, while the iPhone5 spends most of its time between 40 - 50fps.
On the iPhone5 game-play is not too bad (certainly still playable), but I notice a real lag when starting a new level, when a new layout is loading up. I would like to improve this if I can. On the Nexus everything is snappy and runs really well, game play is fine and there is no lag between levels.
I am wondering what this lower performance on the iPhone could be caused by. If its something I can optimize and hopefully improve, or if its simply due to the hardware: an older phone not being able to run the game very well (even though its a pretty simple game).
When I go back to previewing over local network to use the deubugger, if I look at the 'Profile' tab in the debugger, I can see that the iPhone has a higher value for 'draw calls' than the Nexus. Could this higher reading for 'draw calls' be pointing to a reason why the game is running slower on iPhone?
The readings for the debugger Profile tab look like this for each device:
Nexus 5X
Events: ~25%
Engine: ~12%
Draw Calls: ~10%
iPhone5:
Events: ~17%
Engine: ~10%
Draw Calls: 20%
Do these readings seem high? For events and draw calls? This is my first game so Im not sure.
The game is a simple platformer with tilemap backgrounds. I am trying to follow the recommendations in the manual for optimizing for mobile:
-there are not many objects in the layout (47 total at the point in the game where the above readings are taken).
-no fancy effects
-no big images (its all tilemaps and small sprites).