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Performance


charlie_says
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I updated my iPhone to the new ios and immediately, my game's performance dropped... It was still ok, but noticeably not as smooth (I have an iphone SE which I appreciate is an older/weaker spec device.)

 

What I found was that forcing the game to run on canvas fixed the issue (it also removed the flickering that I'd noticed on my kid's Kindles which are definitely older and very much weaker in spec.)

 

For this game, it's fine, there's nothing that needs to be WebGL, but moving forward (i.e. next game) I was interested in using filters &c.

 

So, is there anything I should be looking at from a code point of view to avoid poorer performance on older devices? Or, have we got to the point where trying to support legacy devices is impossible? Any other thoughts?

 

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