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OverviewFelgo 2 Support (Qt 5) › performance


Viewing 2 posts - 16 through 17 (of 17 total)
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  • #12772


    Hi guys,

    I have the same issue – I’m rotating a 512×512 png MultiResolutionImage using NumberAnimation on rotation, and it’s taking 45% cpu on an iPhone 5s. Native app takes 4%. I’m using latest VPlay.

    Our app/game is supposed to have a lot of animations, but even a rotating “hello world” uses 15% cpu or more! This is currently a roadblock.

    Any idea why?


    Felgo Team


    Can you shortly tell us which rotation item you are using in your code and what your use-case is?

    Some ideas that just came to my mind (these do not only apply to images but to all graphical components in your QML tree):

    • If you don’t need the updated property values for each frame you can give RotationAnimator a try, in comparison to Animation components the Animator only updates the rendering but not the property values on each frame
    • The rotation calculation itself is a CPU-intensive task as it has to calculate the new frames and rendering for each step. Depending on your use-case, a common work-around for that (for example for an activity spinner/indicator) is to create the rotated image frames outside of your QML projects as separate images and use a sprite animation for displaying the individual frames. This produces a small memory overhead but saves tons of rotation calculations.



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