Chapter 9. Optimizing
Act, and you shall have dinner; wait, and you shall be dinner.
One reason you might be reading this book in the first place is that you don’t just want pretty graphics; you want fast graphics. Since OpenGL ES gives you the lowest possible level of access to Apple’s graphics hardware, it’s the ideal API when speed is your primary concern. Many speed-hungry developers use OpenGL even for 2D games for this reason.
Until this point in this book, we’ve been focusing mostly on the fundamentals of OpenGL or showing how to use it to achieve cool effects. We’ve mentioned a few performance tips along the way, but we haven’t dealt with performance head-on.
Instruments
Of all the performance metrics, your
frame rate (number of
presentRenderbuffer calls per second) is the metric
that you’ll want to measure most often. We presented one way of
determining frame rate in Chapter 7, where we rendered an
FPS counter on top of the scene. This was convenient and simple, but
Apple’s Instruments tool (Figure 9-1) can accomplish the same thing, and much
more—without requiring you to modify your application!
The best part is that it’s included in the SDK that you
already have.
Warning
As with any performance analysis tool, beware of the Heisenberg effect. In this context, I’m referring to the fact that measuring performance can, in itself, affect performance. This has never been problematic for me, and it’s certainly not as bothersome as a Heisenbug (a bug that seems to vanish ...
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