Ios ARKIT:在一个SCNNode与另一个SCNNode之间画线时,观察滞后
我画了线,并创建了一个具有尺寸的长方体。在iPhone8及以上版本上面临滞后问题,但在iPhone7上运行平稳 用于更新行:Ios ARKIT:在一个SCNNode与另一个SCNNode之间画线时,观察滞后,ios,swift,xcode,augmented-reality,arkit,Ios,Swift,Xcode,Augmented Reality,Arkit,我画了线,并创建了一个具有尺寸的长方体。在iPhone8及以上版本上面临滞后问题,但在iPhone7上运行平稳 用于更新行: fileprivate func updateLine(_ line: SCNNode, from position: SCNVector3, distance: Float, axis: SCNVector3.Axis) { guard let box = line.geometry as? SCNBox else { fatal
fileprivate func updateLine(_ line: SCNNode, from position: SCNVector3, distance: Float, axis: SCNVector3.Axis) {
guard let box = line.geometry as? SCNBox else {
fatalError("Tried to update something that is not a line")
}
let absDistance = CGFloat(abs(distance))
let offset = distance * 0.5
switch axis {
case .x:
box.width = absDistance
line.position = position + SCNVector3(x: offset, y: 0, z: 0)
case .y:
box.height = absDistance
line.position = position + SCNVector3(x: 0, y: offset, z: 0)
case .z:
box.length = absDistance
line.position = position + SCNVector3(x: 0, y: 0, z: offset)
}
}
iphone7:
fileprivate func updateLine(_ line: SCNNode, from position: SCNVector3, distance: Float, axis: SCNVector3.Axis) {
guard let box = line.geometry as? SCNBox else {
fatalError("Tried to update something that is not a line")
}
let absDistance = CGFloat(abs(distance))
let offset = distance * 0.5
switch axis {
case .x:
box.width = absDistance
line.position = position + SCNVector3(x: offset, y: 0, z: 0)
case .y:
box.height = absDistance
line.position = position + SCNVector3(x: 0, y: offset, z: 0)
case .z:
box.length = absDistance
line.position = position + SCNVector3(x: 0, y: 0, z: offset)
}
}
中央处理器:48%
内存:199MB
FPS:60
帧渲染时间:1.9毫秒
iPhone 8 Plus:
中央处理器:48%
内存:236MB
GPU:4.5
FPS:60
帧渲染时间:16.6毫秒
项目中没有内存泄漏。我在iPhone8 plus和更高版本上遇到了滞后问题,但在iPhone7上绘制的线条工作顺利,所以我实现了
// Show statistics such as fps and timing information
sceneView.showsStatistics = true
为了比较iPhone7和iPhone8 plus之间的差异,我注意到iPhone8 plus和更高版本需要18ms帧渲染时间,而iPhone7的帧渲染时间仅为1ms因此我将FPS从默认值60FPS减少
sceneView.preferredFramesPerSecond = 40
现在滞后的问题解决了