Loading AR of big ARWorldMap file causing delay on the screen - swift

When the ARWorldMap file is big (20mb++), the AR in the screen becomes very lag even in iPhone 12 Pro Max that have a LIDAR camera. In the non-LIDAR, it automatically crashes. Do you have any insight on this? What should I do to optimize this issue?

Related

Problems recording my 2d game made with Unity (laggy / stuttering)

I'm pretty new to Unity and have a problem. I programmed a small 2D game in Unity that works fine, runs smoothly and doesn't lag at 60 fps. The problem occurs when I try to record a video of my game. No matter which screen recorder I tried (on Windows 10 with Xbox recorder as well as on Android Samsung Galaxy S8 and S5 with different recorders), the video doesn't run smoothly (seems stuttering). I have already tried different quality settings, different fps and switched off vSync, but nothing helped. When I set my game below 60 FPS, the game starts to stutter itself and the FPS is not kept constant. The screen resolution is 1920 x 1080.
I am now very desperate and frustrated about this problem, because I would like to make good quality videos of the game. So if anyone has any idea or suggestions how to solve this problem I would be very thankful!
try this link
it will take you VideoCapture, a free asset made for exactly your purposes. since its free you can add it right to your packages and start using it without trouble, and it elemenates the pesky problem of third party recordings.

Unity 4k 360 Video for iOS and Android

I would like to integrate a 360 video player into an existing app for mobile.
I use the Skybox/Panoramic shader and a RenderTexture for the Video pluged in the VideoPlayer component. In 2k (2048x1024 or 2048x2048 for 3D) everything is fine but when I try to take a 4k video (4096x2048 or 4096x4096 for 3D) the app crashes instantly on an iPhone 6 Plus. I also tested it with a video clip in 3840x1920 but all I got from the debugger is:
INFO [vr/gvr/capi/src/gvr.cc:116] Initialized GVR version 1.120.0
[VRDevice] Successfully created device cardboard.
Message from debugger: Terminated due to memory issue
I thought, it has something to do with the max texture size but 4096x4096 should be OK for most devices today.
Do you guys have an idea whats going on here?
Thanks!

App crashes in Retina enabled device with low memory warning But in works perfect in non retina devices

I am developing a cocos2d game which is retina enabled . I have added lots of images in my project for both retina and non retina. Game works fine in simulator [Both retina and non retina], and it also works perfect in non retina devices. But when i run the same in the retina enabled device means it get's crashed without displaying any message. When i test my game with instrument application means it shows low memory warning message like this [http://screencast.com/t/sfRDTELrhomC]. When the app get's crash While running in the retina enabled device it's doesn't show any error message in the console. I am terribly confused with the current state can anyone help me out with this problem.
You are probably using a lot of memory to load images, so the device runs out of memory and kills your application.
I'm guessing you are using PNGs (since you didn't give any info on this); when you load an image from PNG, JPG, etc., the image is loaded into memory twice, since it has to be "translated" by cocos into a texture. Also, texture sizes for this operation has to be a power of 2, so an image of 150x150 would take the memory of an image of 256x256. This is a lot of wasted memory.
My first suggestion is to buy Texture Packer (I'm in no way affiliated with them, it's just a great piece of software), which takes your images and makes them into a compressed PVR sprite sheets that contain several images in one texture.
PVR files are loaded directly into a texture, so they don't use double memory, and since they are sprite sheets, you have less wasted pixels.
My second suggestion is to, when loading your images, not do it all in the same tick of the runloop; Cocos uses a lot of autoreleases, and that memory is not cleared until the end of the tick, so instead of loading all images into memory in the same method at once, schedule that method to be called several times and load a new file every time.

iOS 5 - animated gifs showing in wrong colors sometimes

I'm using some animated gifs on our mobile-site. It's a clock-animation and since the iOS 5 update it sometimes happens that the clock gets blue instead of red, as planned. Happens on iPhone4 and iPhone5 with the new os.
Any ideas what could cause the problems? It's hard to reconstruct this failure but it happens from time to time.
Any help would be appreciated.
Sometimes ios devices may not be able to process all the images because of its relatively low graphics ability compared to that of a computer. Instead of using a GIF I would suggest using an animated PNG. This has been more popular among the ios devices as using GIFs has become obsolete when working with ios devices. I am not sure how fast this would be, but I would say it can apply less stress then that of a gif. Another idea, because it is a clock gif is to analyze the gif in a program and determine any problems. Also use imgoptim (for mac) or pngcrush for windows to reduce the size of the gif to reduce the stress on the processor.
use GIF 128 Dither and Please make sure that images size has to be base on the resolution it happen some time if your images size is not depend on retina or normal resolutions. And if I am not wrong you facing problem only in retina device, may be below details will help
iPhone Retina Display
~~~~~~~~~~~~~~~~~~~~~~~
Width - 640px
Height - 960px : including 40px status bar
DPI - 326
You can use Cocos2D framework, Cocos2d and UIKIT both work great with out any graphic related errors... Sprite sheets reduces the memory usage and also support all transparant images , you can run animation ,stop and repeat them. Good luck..

Speeding up full screen image drawing on iPhone 3G

I am developing an app which plays interactive real time streaming video. I use FFMPEG (don't worry, I'll be releasing my source code) to decode a MPEG2/H264 RTP stream. I simply cannot get the iPhone 3G to draw a screen full of pixels faster than 5 times per second.
I've tried a OpenGL texture which was just a slow. I've also tried an array of 2D vertexes covering the entire screen and using glDrawArrays but that yielded 5 FPS as well. For now I've stuck to simply drawing a CGImage onto my view which gives me about 7-8 FPS.
From what I gathered, the private CoreSurface framework seems to be the only way. Anyone have any tips or tricks to get at least 20-30 FPS? I'd hate to restrict my app to only the 3GS and iPod touches.
Thanks,
Andrew
If you want to play H.264 and MPEG2 video on the iPhone, why are you doing the decoding yourself? What do you need that MPMoviePlayer doesn't cover?
If you are decoding in software, you're never going to get a good frame rate. Even on faster hardware (iPhone 3GS and 2nd/3rd gen iPod touches), you're going to drain the battery very quickly.