Game Development Reference
In-Depth Information
The performance of your game running in the iOS Simulator depends entirely on
your computer's CPU. The graphics-rendering process doesn't even use the hardware
acceleration capabilities of your Mac's graphics chip. That's why the framerate of your
game running in the simulator has no meaning at all. You can't even be sure that com-
paring the framerate before and after a change will reveal the same results on the
device. Always do your performance testing on the device using the Release build con-
figuration.
Can't Assess Memory Usage
The iOS Simulator can use all the memory available on your computer, so there's a lot
more memory available on the Simulator than on the device. This means you won't get
Memory Warning notifications, and your game will run fine on the iOS Simulator, but
you may be in for a shock (a crash) when you try the game for the first time on an iOS
device.
You can, however, assess how much memory is currently used by your game using the
iOS Simulator and Instruments. You can also send a fake memory warning message to
your app from the iOS Simulator menu via Hardware
Simulate Memory Warning.
Can't Use All iOS Device Features
Some features, such as device orientation, can be simulated using menu items or key-
board shortcuts, but this comes nowhere close to the experience of a real device. Cer-
tain hardware features, such as multitouch input, accelerometer, vibration, or obtaining
location information can't be tested at all on the iOS Simulator because your com-
puter's hardware can't simulate these features. No, it doesn't help to shake your Mac or
touch its screen. Try it if you don't believe me.
Tip The iSimulate app ( www.vimov.com/isimulate ) is an invaluable
development tool, as it allows an iOS device to send accelerometer, GPS, com-
pass, and multi-touch events to an app running in the iOS Simulator.
Runtime Behavior
Can Differ
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