UIView animateWithDuration: slows down animation frame rate - objective-c

I am using CADisplayLink to draw frames using the EAGLView method in a game at 60 times per second.
When I call UIView animateWithDuration: the framerate drops down to exactly half, from 60 to 30 fps for the duration of the animation. Once the animation is over, the fps rises instantly back up to 60.
I also tried using NSTimer animation method instead of CADisplayLink and still get the same result.
The same behavior happens when I press the volume buttons while the speaker icon is fading out, so it may be using animateWithDuration. As I would like to be able to handle the speaker icon smoothly in my app, this means I can't just rewrite my animation code to use a different method other than animateWithDuration, but need to find a solution that works with it.
I am aware that there is an option to slow down animations for debug on the simulator, however, I am experiencing this on the device and no such option is enabled. I also tried using various options for animateWithDuration such as the linear one and the user interaction, but none had an improvement.
I am also aware I can design an engine that can still work with a frame rate that varies widely. However, this is not an ideal solution to this problem, as high fps is desirable for games.
Has someone seen this problem or solved it before?

The solution to this is to do your own animation and blit during the CADisplayLink callback.
1) for the volume issue, put a small volume icon in the corner, or show it if the user takes some predefined touch action, and give them touch controls. With that input you can use AVAudioPlayer to vary the volume, and just avoid the system control altogether. you might even be able to determine the user has pressed the volume buttons, and pop some note saying do it your way. This gets you away from any animations happening by the system.
2) When you have an animation you want to do, well, create a series of images in code (either then or before hand), and every so many callbacks in the displayLink blit the image to the screen.

Here's an old thread that describes similar drops in frame rate. In that case, the cause of the problem was adding two or more semi-transparent sprites, but I'd guess that any time you try to composite several layers together you may be doing enough work to cut the frame rate, and animateWithDuration very likely does exactly that kind of thing.

Either use OpenGL or CoreAnimation. They are not compatible.
To test this remove any UIView animation, the frame rate will be what you expect. Add back UIView animation, it will drop to 30fps.
You said:
When I call UIView animateWithDuration: the framerate drops down to exactly half, from 60 to 30 fps for the duration of the animation. Once the animation is over, the fps rises instantly back up to 60
I dont know why your not accepting my answer, this is exactly what happens when you combine UIView animation with CA animation not using a UIView.

Related

Seeking explanation for the difference in animation performance between iOS6 and iOS7

I have been working on an iPad app that performs animations on very large images (full screen images that can be zoomed at 2x and still be retina quality). I have spent a lot of time getting smooth transitions when zooming and panning. When running the app on iOS7 however, the animations become really jerky (slow frame rate).
Further testing shows that it is the zoom animation that causes the problem (panning does not cause a problem). Interestingly, I have been able to fix it by setting the alpha of the image being scaled to 0.995 (instead of 1.0).
I have two questions
What has changed in iOS7 to make this happen?
Why does changing the opacity of the view make a difference?
Further information for the above questions:
Animation Setup
The animations are all pre-defined and are played upon user interaction. The animations are all a mix of pan and zoom. The animations are really simple:
[UIView animateWithDuration:animationDuration delay:animationDelay options:UIViewAnimationOptionCurveEaseInOut animations:^{
self.frame = nextFrame;
//...
} completion:^(BOOL finished) {
//...
}];
To fix the jerky animation, I set the alpha before the animation
self.alpha = 0.99;
Some interesting points:
Setting the alpha inside of the animation works as well
Setting the alpha back to 1.0 after the animation and then doing the reverse animation with a 1.0 alpha does not give a smooth reverse animation.
Opacity fix
I have previously used the opacity fix to make animations smooth when scaling and panning multiple images. For example, I had two large images panning and scaling at different speeds with one on top of the other. When a previously un-rendered part of the lower image (the image on the bottom) became visible, the animation would become jerky (panning as well as scaling). My thought for why alpha helps in this case is, if the top image has a bit of transparency, the bottom image must always be rendered, which means it can be cached before the animation takes place. This thought is backed by doing the reverse animation and not seeing the jerky animation. (I guess I would be interested to know if anyone has different thoughts on this as well).
Having said the above, I don't know how this would have an affect when there is just one image (as in the situation I am describing in my question). Particularly when after getting the jerky animation, the reverse animation is still jerky. Another point of difference between the two situations is that it is only scaling that causes the problem in the current issue, while in the double image issue it was panning as well as scaling.
I hope the above is clear - any insights appreciated.
Look at Group Opacity. iOS 7 has that turned ON by default and this changes the way views/layers are composited:
When the UIViewGroupOpacity key is not present, the default value is
now YES. The default was previously NO.
This means that subviews of a transparent view will first be
composited onto that transparent view, then the precomposited subtree
will be drawn as a whole onto the background. A NO setting results in
less expensive, but also less accurate, compositing: each view in the
transparent subtree is composited onto what’s underneath it, according
to the parent’s opacity, in the normal painter’s algorithm order.
(source: iOS7 Release Notes)
With this setting on, compositing - also during animations - is way more expensive.
Also, have a look at the CoreGraphics Instruments tool to check if you have lots of off-screen images compositing going on.
Are you having any sort of changes going on in the view being animated? That would trigger more discarding of the rendered layer image from the backing store.

How to improve (time) resolution of touches locationInView

I am trying to program an iPhone app where the user can handwrite. I am using touchesmoved to track the user's finger, but I get between 30 and 50 updates a second. For quick finger movements, this is often no enough to get smooth letters: small letters like i often just get the touches began and then the touches ended points, with no points in between.
I was wondering if I could get better time (and space) resolution by using an NSTimer to query the touch object for its locationInView without waiting for it to call touchesmoved. Anyone knows if this might work?
Thanks.
I'll advise against NSTimer - its better to use CADisplayLink approach. For example, try to use my tiny lib https://github.com/nt9/NTLoop

maskToBounds:YES affecting scroll performance

I have several UIButtons on a UIScrollView. I want the buttons to have rounded corners, so I call maskToBounds: on each of them. When I do this and run on the device, the scrolling framerate is pretty bad (it works fine on the simulator). Any ideas on a workaround for this problem?
You're causing the view to be composited offscreen with that call to masksToBounds:, which slows things down quite a bit. Are you rendering custom button images? If so use UIImage -stretchableImageWithLeftCapWidth:topCapHeight: with an image which is the minimum width to encompass it's rounded edges. This allows the GPU to handle stretching the image in the most efficient way possible, while still giving you a button made out of an image. There is a session in the WWDC 2011 videos on Drawing in UIKit - watch that, as it addresses exactly this problem, and a few others you're likely to have.
A few alternative methods:
Tweeties implementation of fast scrolling, by drawing everything manually
Matt Gallaghers implementation of custom drawing. This is the method I use, as it's easy to maintain

OpenGL - animation stuttering when in full screen

I'm currently running into a problem regarding animation in OpenGL. I have between 200 and 10000 gears on the screen at a time all rotating. When the window is not in maximized view, my CPU runs at about 10-20 % consistently. No spikes, no stuttering in the animation, it runs perfectly smooth regardless of the number of gears on screen. When I maximize the window though, everything falls apart. My CPU maxes out, I begin getting weird spikes in CPU usage, the animation begins stuttering as a result, and it just looks really ugly, even when I have only 200 gears on screen.
My animation technique looks like this:
While Animating
Calculate current rotation angle based on a running timer
draw Image
call glFlush()
End While
If it helps, I'm using the Tao framework in VB.net. I'm not performing any other calculations other than the ones to calculate the rotation angle mentioned above and perform a few glRotateD and glscaleD in the method to draw the image.
In addition, I guess I was under the impression that regardless of the window size in an orthographic 2-dimensional drawing that is scaling on resizing of the window, the drawing time would always take the same amount of time. Is this a correct assumption?
Any help is greatly appreciated =)
Edit
Note that I've seen the animation run perfectly smooth at full screen before. Every once in awhile, OpenGL will decide it's happy and run perfectly at full screen using between 10-20% of the CPU (same as when not maximized). I haven't pinpointed what causes this though, because it will run one time perfectly, then without changing anything, I will run it again and encounter the choppiness. I simply want to pinpoint what causes the animation to slow down and eliminate it.
I've run a dot trace on my program and it says that the swapBuffers method is using 55 % of my processing time even though I'm never explicitly calling the method. Is the method called by something else that I can eliminate, or is this simply OpenGL's "dead time" method to limit the animation to 60 fps?
I was under the impression that regardless of the window size in an orthographic 2-dimensional drawing that is scaling on resizing of the window, the drawing time would always take the same amount of time. Is this a correct assumption?
If only :)
More pixels require more memory bandwidth/shader units/etc. Look into fillrate.

Cocoa, Flicker with animation when overlaying a NSWindow on a QTMovieView

In a project that I am currently working on I have an transparent NSWindow overlayed on a QTMovieView. At certain points I slide a custom view into this child window with animation so that it is displayed over the movie for a short period of time. The only odd behavior is that the animation is smooth on a Mac Book Pro but on a Mac Book(Same OS-X Version) there is significant flicker. The flicker only occurs on the portion of the window that has the actual QTMovie behind it.
Has anyone seen this behavior before or found a way to work around it?
The older MacBooks don't have real video hardware and used shared memory, so it's probably an issue with a slow video card trying to update # 30fps. Have you tried smaller movies to see if the issue goes away?
You may be better off with a pipeline like in the QTCoreVideo101 sample code from Apple. That would be a bit more work, you'd have to take care of the animation yourself, but you would get ultimate control over what is being drawn.