How to reduce the suttering in Air for iOS GPU mode?

Currently, my game runs at 60 fps on iPad 2 and has no problem concerning the rendering speed, but I'm rather annoyed by a constant stutter that causes the game to stop for 0.1 to 0.5 sec from time to time. The stuttering behavior is similar to when the garbage man is run and I assumed this is casued in Exchange for GPU memory as my game uses a lot of bitmapdata.

Problem is that my game goes one scene to another scene seamlessly without stopping animations in the game screen leaving old-fashioned scene slide off the screen and new stage sliding in. There is therefore not the time to preload/precache active graphics used in the new scene. After various scenes of transiting a few times, the game starts stuttering trying to show new images.

My game works fine without stuttering on old PC but on iPad 2 is quite obvious. Could someone tell me some tips to reduce stuttering when using Air for iOS? In the game, all vector graphics are drawn pre bitmapdata (so no vector graphics are shown) and the size of the active graphics that each scene is approximately 2048 * 1024 pixels. There are about 10 scenes. In addition to this, there are ways to graph common interface that are used in every scene and the size is about 30 x 400 * 400 pixels.

I know that the game uses a lot of graphics resources. What makes the game preloads the assets before transiting to a new scene will eliminate stutter but I want to see if I can keep the scene transition seamless on iOS again.

I am currently using Air3.5 + Flash CS6.

* I mean cached prior/preloading displaying actually (addChild and visible = true) on stage and make time for GPU cache. All the graphics data is already loaded.

Have you tried playing with the StageQuality class? Setting to 'low' solved my problem of rotation and orientation screen bumpy...

Tags: Adobe AIR

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