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Fix iOS Dispatcher #13942
Fix iOS Dispatcher #13942
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You can test this PR using the following package version. |
You can test this PR using the following package version. |
* Replace kCFRunLoopCommonModes with kCFRunLoopDefaultMode * Replace delegates with function pointers in iOS backend * Update DispatcherImpl.cs
don't know if this is directly related but #13941 is still not fixed. |
@cangunaydin please use a newer invalidation APIs: In short, Dispatcher shouldn't be used to sync with framerate. It was an old approach of 0.10 version. RequestAnimationFrame will actually sync with the framerate. |
Can you test on a real device? .NET runtime is rather slow in the simulator. |
Either way, it doesn’t look related to the old issue. Previously dispatcher wouldn’t raise any timer ticks at all. In your case there is something ticking |
sure i will try it on the real device. Yes you are right it is not related with the old issue. But don't think the behavior will change on real device. The weird part is like 2 days ago it seems it was working with dispatcher, i was playing with it and it is broken now :) maybe it can be related with whatever i did. But same sample works fine on android emulator |
I have tested it on iphone 12, it is much more better. But still it is around 28fps. It seems like sth else is slowing it down. |
@cangunaydin so, I have 60 fps on iPhone 15. Though there shouldn't be such difference, unless you have limited FPS or there some another problem with configuration.
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Hello @maxkatz6 ,
and it increased to 60fps. weird though why it has so much difference with opengl. But it has the same value with |
Good to know that Metal helps. No, I don’t think it’s possible to move fps counter. |
What does the pull request do?
Two major changes:
Fixed issues
I have not tested all of these issues, but only animations+timer related. Let me know if any of these issues is still reproducible.
Fixes #13594
Fixes #13110
Fixes #13029
Fixes #11696
Fixes #13941