How crazy? Decided to try switching it to onDemand and saw an additional 8 FPS on my iPad 2, from 16 fps to 24 fps.
Having the canvas render on frame was consuming an additional 33% of the renaming available resources just while the template was idling. Over all template efficiency (out of 60 fps) went from around 25% to about 40%.
The fix is painfully simple, set the canvas render to on demand. Within the canvas, add a script that fires on expression. In the expression input area, add a vectral that has every variable that could possible change the state of the canvas. The array in my on expression listener had at least 15 different variables and I still saw this drastic increase. Insert this logic into the script:
Code: Select all
decl c = getobject();
canvas_refresh(c);