I did every possible thing to improve my app performance on the real device but it does not make noticeable changes.I remove (click) function to (tap) and add enableProdMode to main.ts but it does not help.I install the latest version of the crosswalk to my project it only increases the size of the app and it increases the performance was very tiny.when I click on the button to open a popover, it's opening in a very slow way.simple CSS animation (like on select border animation) take very long time to run the animation.
My project description:-
Ionic version: "3.6.0",
angular: "4.1.3",
My device description
Model: Lenovo Vibe K5 Plus 3GB RAM
Operating System: Android v5.1 (Lollipop)
Processor: Octa-core (1.5 GHz, Quad core, Cortex A53 + 1.2 GHz, Quad core, Cortex A53)
It is the maximum amount of performance that Ionic gives us or I miss something?
Related
I have a Windows 11 machine, with a RTX 3050 graphics card. It's a Dell G15 laptop. I cannot find a (good) solution to the graphical glitches that appears on an Android Emulator.
The only "solution" I found was to change the hw.gpu.mode in the config.ini file from auto to guest. That fixes the glitches, but causes really bad performance issues and one app I developed with Flutter for my company straight up doesn't load. (loads when hw.gpu.mode=auto).
I'd appreciate if you can point me to the right direction to solving this. Let me know if you need any other details about my machine:
OS: Windows 11 Home Single Language [64-bit]
Kernel: 10.0.22000.0
CPU: 11th Gen Intel(R) Core(TM) i5-11260H # 2.60GHz
GPU: NVIDIA GeForce RTX 3050 Laptop GPU
Nvidia driver version: 516.94 (Downloaded the "Game ready driver" from GeForce Experience)
This problem is only on emulators with android 12+, personally i installed a device with android 11 and a second device with android13 for tests.
It seems like dedicated Nvidia GPU's are causing the problem. I have a 3060 laptop and I have the same issue and when I set it to guest it seems to work. My guess is that setting changes it from using the GPU to the CPU. I would recommend you try setting android studio to use integrated graphics instead of dedicated. Since I have a 8 core CPU compared to a 4 core CPU of yours, I'm guessing that's the reason I don't get as bad performance
Planning on getting an 8gb ram laptop, at least 256gb ssd, with core i5(at least 8th gen) with financial management, I have seen post of some people saying 8gb ram is not enough to run intelliJ IDEA, some even say 16gb is just manageable and as I only intend to run just the ide before moving to android studio for building apps though I intend to get an android device for emulation alongside the android studio so I dont in any case use the virtual device, what do you guys suggest about getting the 8gb ram laptop, do you guys think the ssd can speed up my compilation without lagging or I should try to get a higher ram. Besides, I have a Lenovo thinkpad X140e mini laptop with 3gb ram, amd A4 series chip, 256gb HDD, and the laptop is so slow as it takes about 2 minutes to compile a simple println statement and after compiling about 5 codes, it might just freeze for more than 6 minutes, need help from experienced users and the time it takes to compile a code in the ide (those with the 8gb ram laptop and ssd)
I have a MBP with 16GB of RAM. As projects grow in Xcode, the compile time does take longer. I'm looking into starting a hackintosh project purely for shortening Xcode compilation time. Since RAM is cheap, I wanna push the normal boundaries. But the biggest question is will Xcode be capable of using all the RAM greater than 32GB? I know there will be some diminishing marginal returns at some point of RAM increase.
RAM usage is mostly governed by the OS, because the Mac Pro does support up to 64GB of RAM, so should OSX (and by extension XCode).
Although I wonder if your compile time issues are actually RAM-related. I have Xcode projects that take minutes to build and it's all because my CPU is pegged at 100% (using a mid-2015 15" retina MBP). Not many software projects are RAM-constrained past 16GB.
August 2013:
I have Android NDK Open GLES 2.0 simple Match3 game built for atom CPU
GPU and HAXM is enabled in emulator.
I run it on laptop (iCore 5 8GB, ATI Radeon HD 1GB) and PC (Core 2 Duo 8GB ATI Radeon 512MB) in emulator
Game runs smooth on all devices but not in emulator.
My question is "Why I see lags on PC and laptop?"
I read many posts and they advice to enable HAXM, GPU and build for atom.
OpenGL games run smooth on these PCs.
WebGL sites run smooth.
I think emulator with HAXM must run atom code on Intel CPU faster then mobile runs ARM code.
Also I think Desktop GPU must emulate OpenGLES 2.0 faster then mobile GPU does that.
What chain course lags ?
That question was asked many times in different forms but there is persistent improvements in emulator.
I think emulator of today August 2013 must run (NDK+atom+GPU) code faster then any phone just because it is same native 1 to 1 codes that run on more powerful, more hotter CPU and GPU.
I am able to record video of OpenGL game on my desktop.
I wish to record game play of Android game as well.
That is why I wish to run it smooth at 30-60 FPS.
Does http://www.android-x86.org/ in VirtualBox may offer smoother gameplay ?
have you tried using genymotion, it is the fastest emulator out there on the market right now
I wrote a program with xcode (using portaudio) on a MacBook Pro (Intel Core 2 Duo 2.66 GHz). The Release works without problem (clear audio streaming) and the CPU Usage Level is almost 90%.
The problem arises when i run the Release on a Mac Pro (Quad Core Intel Xeon 2.8 GHz). The audio stream, when there is a large amount of computation, isn't clear (there are little clicks) despite the use of the CPU is four times lower than the one of MacBook Pro.
I can not understand why this happens.
25% CPU usage in a 4 core system means one core is 100% loaded. Also, I assume the Xeons are Pentium4 Xeons, which have way worse CPU cores than the Core2Duo, even though the clock frequency is a bit higher...