It’s been a few months and several revisions later for both Starling and ND2D, lets see how they’re looking now! Haxe has evolved as well, so I’ve updated with the latest numbers from the GIT Repo.
Testing Notes: AIR 3.4 (Beta) SDK, uses latest nightly builds from Starling and ND2d as of July 18, 2012.
- Nexus One – Android 2.3.3
- Galaxy Nexus – Android 4.0.3
- iPhone 4 – iOS 5
- iPad 2 – iOS 5
*NOTE: ND2D refused to render using the latest build + AIR 3.4 (Beta)
A bit of a mixed bag. ND2D showed great improvement on low powered devices, but still lags behind Starling. Starling has also received a speed boost in most tests, but all in all the performance level is a little disappointing when compared to Haxe NME. We are seeing a huge performance delta on many of the devices.
RunnerMark awards 580 Points for running the entire scene at 58fps, it then awards 1 additional point for each Animated Enemy added to the scene. Once the scene is unable to render at 60fps, the test will end.
When we look at Haxe NME on Galaxy Nexus, it score 1081, which means 501 additional enemy Sprites (1081 – 580 = 501). On the same device, Starling can only display 32 extra sprites. We see this pattern repeated on the iPhone 4 as well, where Haxe can push +398, but Starling only +88, and iPad 2, +2641 for NME, and +406 for Starling.
Another frustrating thing is that GPU mode continues to heavily outperform ND2D and Starling on modern Android Devices. For example, on the cutting edge Galaxy Nexus, GPU mode can push an extra +179 sprites, where Starling can only do +32. This is a huge difference!
Now, admittedly, there is plenty of performance here to create most types of games, and most games can run OK at even 30fps. However it’s really disappointing to see how much performance is being left on the table, and I really hope the Flash Runtime team is focused hard on narrowing this gap.
The new Falcon Compiler and AS4 can’t get here soon enough!