Well, it’s only a tech demo at the moment. I’ve been playing with this Breakout like game for a while, trying to learn the ins and outs of Flash mobile development – particularly as it relates to performance. I now have the unBrix demo running at close to 60FPS (59.1) – smooth as silk.
This won’t run at 60FPS on Android Flash Player plugin in the browser (or Firefox on Mac!) – this post is about the iPhone build – but here’s the web version to look at anyway.
Here is a blurry video of the thing running as a native iPhone app on a 3GS (I smoothed out the choppy splash transition in a later build by setting the BG element with cacheAsBitmapMatrix):
The most important thing was to make sure GPU acceleration was working, and to learn what things will impact performance in that area.
It turns out, there are some important differences with how GPU accelerated Flash woks compared with the traditional software renderer. In the software Flash renderer keeping your display list shallow, and sparse (using addChild/removeChild a lot) or avoiding the display list completely (by writing to BitmapData – as the Flixel game engine does) is a key optimization for performance. This is how the exploding bunny video demo is done, and why it’s so fast.
My current theory is that on GPU accelerated content (even on desktop) the reverse is true. You want to avoid CPU/system RAM to GPU/video RAM updates as much as possible – which means avoiding BitmapData updates which cause the player to upload a new texture to the GPU VRAM with every update. Because I don’t have access to the internals of the Flash Player architecture, I can’t be sure, but I think the bottle neck comes from clogging up the lanes between the CPU and GPU, and all stressing all three areas of the rendering pipeline (CPU, GPU and the bus) as they juggle around objects in memory. The key observation this conclusion is based on is the large performance impact addChild and removeChild has on the framerate. So I relentlessly avoid that in my iPhone Flash development – I precache everything, and don’t mess with the display list. This is also one reason why filters (which operate on a BitmapData representation of the DisplayObject you apply them to) are not recommended on mobile content.
Anyway, hopefully I can turn this into a full app for iPhone in a reasonable timeframe. 🙂