I am designing a particle system using Apple's CAEmitterLayer
and CAEmitterCell
and everything is going GREAT on the iPhone5 and simulator. But as soon as I run it on an iPhone4S the particle system kills the FPS. Now I tried decreasing the amount of particles on screen up to the point where only one particle is created per second and the FPS drops the same as when 500 particles are being created per second. The iPhone4S is running iOS 6.1.3 and the iPhone5 is running iOS 6.1.4.
Is there a reason why CAEmitterLayer
is slowing down the game THIS much? Even though only a single particle is being created each second?