Cocos simplifies game creation and distribution with Cocos Creator, a free, open-source, cross-platform game engine. Empowering millions of developers to create high-performance, engaging 2D/3D games and instant web entertainment.
We are experiencing significant performance issues on iOS devices, with poor FPS and high battery consumption. Upon profiling, we discovered the following:
• The frameMove function consumes about 25% to 50% of the total execution time.
• Handling of touch events accounts for significant execution time.
We are curious to know if any performance improvements have been made since then, particularly for iOS builds
These issues are likely from iOS’s restriction on Just-In-Time (JIT) compilation, leading to slower JavaScript execution compared to platforms that allow JIT (such as Android).
Also curious to know how much of a performance difference can be expected with JIT enabled versus without it
Relevant error log output
No response
Steps to reproduce
Using cocos creator 3.8.3 in our 2D game where the battery consumption in iOS is too high due to high CPU usage even when the game is idle. We are not using any physics as well.
We have checked disabling metal validation and in release mode but not much difference in them.
Cocos Creator version
3.8.3
System information
iOS
Issue description
We are experiencing significant performance issues on iOS devices, with poor FPS and high battery consumption. Upon profiling, we discovered the following: • The frameMove function consumes about 25% to 50% of the total execution time. • Handling of touch events accounts for significant execution time. We are curious to know if any performance improvements have been made since then, particularly for iOS builds These issues are likely from iOS’s restriction on Just-In-Time (JIT) compilation, leading to slower JavaScript execution compared to platforms that allow JIT (such as Android). Also curious to know how much of a performance difference can be expected with JIT enabled versus without it
Relevant error log output
No response
Steps to reproduce
Using cocos creator 3.8.3 in our 2D game where the battery consumption in iOS is too high due to high CPU usage even when the game is idle. We are not using any physics as well. We have checked disabling metal validation and in release mode but not much difference in them.
Minimal reproduction project
No response