I’d want to propose to discuss this bug report I’ve created today. I believe that problem is wider that just about Tilemap. Tilemap is just a simplest way to describe it.
I noticed that playing very simple MovieClip exported from swf asset loads CPU&GPU to much. I thought the key could be in some swf export procedures or something like that and I started to find a different approach to play the animation.
I rasterized MovieClip frame by frame and tried copyPixels approach on each ENTER_FRAME. Nothing has been changed. I tried to use Tileset with Tilemap and again nothing has been changed. CPU& GPU load were so high for such simple operations with bitmap of 200x50 with 1:1 scale.
So I’ve created the empty project. And tried to put an empty 1x1 Tilemap on the stage. The result was the same: CPU&GPU load was inadequately high.
What is that and is the any approach or workaround to solve it? Thank you for your cooperation.
Thanks you. But I think this patch is such an ad-hoc thing. Moreover, using empty tilemaps is pointless.
Tilemap is not the only thing. I mentioned it here only for demonstration purpose. Please, see initial post. What I want to tell is pure window.requestAnimationFrame loads cpu&gpu relatively at least twice less. It points me to conclusion that a lot of work is done in openfl/lime routines on each frame. And some of that work seems unnecessary. What do you think about it?
I don’t have heavy animations to compare. I noticed that heavy load behavior on my simple looped not scaled animation of 176 frames of 63x27px on 60fps. Answering your question, the load is rising a bit with my animation, no matter packed as movieclip or rasterized and tiled.
Although Joshua says that he has 1.3ms per frame I still believe that cpu load of 6.5% and gpu of 21% for that kind of operations is inadequate. BTW, if we count straightforward, 1.3ms is around 7.8% of cpu time with 60fps.