12-20-2012 01:52 PM
A new article has been posted to the KB on Performance tips for AIR application development.Check it out if you're interested here:
12-21-2012 09:40 AM
Yes - Same way you can on a dev alpha. From the main menu swipe towards the middle from the top left corner.
12-21-2012 10:50 AM
Is there some documentation on how to read and interpret all those numbers in the stats overlay? e.g. what are the 2 or 3 different values given for some of the parameters? and what would be some thresholds to watch for to figure out if your app is a reasonably good 'citizen' ?
My app : Get set - Get up! Get ready for the snooze revolution.
12-21-2012 12:17 PM
Not that I'm aware of. I sent out an email to a few people here at RIM to see if anyone knows more than I do.
In general FPS is going to be your best indicator and I would shoot to keep it above 30FPS.
12-21-2012 12:19 PM
Also we will have Scout support when the runtime is updated - http://gaming.adobe.com/technologies/scout/
Personally I can't wait to start profiling my BlackBerry 10 apps with this.
01-28-2013 03:45 PM
Is Adobe Scout support for BB10 out now? Is there any way to profile my BB10 app's performance with it? It's an AIR app, of course. I've just started using Scout & think it's amazing. Thanks!
01-28-2013 04:23 PM
01-28-2013 11:33 PM - edited 01-28-2013 11:46 PM
Also we will have Scout support when the runtime is updated
We really need Stage3D support and are hoping you guys will have it by the time our first game ships in April/May.
GPU Render mode needs fixing too... In PicShop on Android & iOS, I use GPU Render mode to do an easy 60fps, it's beautifully smooth and buttery. But on Playbook/QNX it's totally unstable and crashes constantly, forcing me to use CPU render mode, and get middling frame-rates.
I'm secretly hoping that some much needed improvements for GPU Render Mode are coming as well. You seem pretty down on it in your article, but in fact it's a true beast, and the tricks to pull performance out of it are super easy:
It does support Filters, sorta, you just need to do some tricks:
1. Apply filters to off-stage DisplayObject, and bitmapData.draw()
2. use bitmapData.applyFiter() on an already cached display object