Fixed
Status Update
Comments
ja...@gmail.com <ja...@gmail.com> #3
Foodspotting also experiences this, animating the map with using layer and CAAnimation shows all animations capped at 30fps in Instruments.
pa...@gtempaccount.com <pa...@gtempaccount.com> #4
[Comment deleted]
hy...@gmail.com <hy...@gmail.com> #5
Google Maps is currently at version 9.3 but the frame rate issue is still present
ga...@gmail.com <ga...@gmail.com> #6
Wait till version 60 I guess.
zs...@gmail.com <zs...@gmail.com> #7
I just checked Google Maps app for iOS (v4.2.47430). It seems it does not have this 30 fps cap as it animates (scrolls, pans, etc.) noticeably smoother than the map view used in the SDK.
Please fix this soon.
Please fix this soon.
ma...@lyft.com <ma...@lyft.com> #8
2015 and this still seems to be the case: Capped to 30 FPS
nd...@gmail.com <nd...@gmail.com> #9
Guys, it's obviously running at 30 FPS to be more cinematic.
I think they should letterbox it too.
I think they should letterbox it too.
be...@google.com <be...@google.com> #10
This is actually working as intended. Apple's docs actually encourage application developers to max out at 30 FPS to encourage battery savings. The benefits of raising the FPS to 60 fps don't make up for the loss of battery performance on iOS devices.
le...@pinkfroot.com <le...@pinkfroot.com> #11
So why does the Google Maps app feel MUCH smoother than any of our stuff that uses the SDK?
ma...@gmail.com <ma...@gmail.com> #12
That decision should be left to the developer. I can understand that this impact can be noticeable for several apps that make an intensive use of maps. But for other apps, you might want to remove that limit to improve performance without affecting the battery life that much.
Please leave it as default in 30fps but give the chance to modify it, The impact on performance is, sometimes, huge.
Please leave it as default in 30fps but give the chance to modify it, The impact on performance is, sometimes, huge.
ma...@gmail.com <ma...@gmail.com> #13
This issue should not be closed. The original reporter and all 40 people who starred the issue all know that it is 'working as intended' - ie there is a purposeful cap of 30 fps. However, this issue was created to recommend that you lift the artificial rate cap.
Also, Apple MapKit does not have a 30fps limit.
Also, Apple MapKit does not have a 30fps limit.
pa...@uber.com <pa...@uber.com> #14
The 30/60 FPS argument isn't for this use case. It's for apps that have long session times (ie: games). I don't see a reason to not allow developers to make this choice for themselves.
za...@gmail.com <za...@gmail.com> #15
The Google Maps app runs at 60fps now, I don't see why the Google Maps SDK should be any different.
si...@zubon.net <si...@zubon.net> #16
+1 - any chance of this being fixed?
bm...@gmail.com <bm...@gmail.com> #17
It's disappointing that this issue was closed without a proper fix.
I think it should be reopened. Especially considering that Google fixed it for the Google Maps App, but not for the SDK!
If Google decided it's ok for their own app, I don't see how the battery life argument can be valid.
I think it should be reopened. Especially considering that Google fixed it for the Google Maps App, but not for the SDK!
If Google decided it's ok for their own app, I don't see how the battery life argument can be valid.
st...@mac.com <st...@mac.com> #18
Yes, this is ridiculous. This should be the developer's choice.
pa...@gtempaccount.com <pa...@gtempaccount.com> #19
I guess this is not about the choise and it's aimed at 60 fps internally. rather it's a hardware and optimization issue. it's probably just can't run at 60fps due to performance and resources that are used by other things within the app.
bm...@gmail.com <bm...@gmail.com> #20
"it's probably just can't run at 60fps due to performance and resources that are used by other things within the app."
That does not appear to be true, because the Google Maps app - clearly based on the same core code as the Maps API - runs nice and smooth at 60fps.
That does not appear to be true, because the Google Maps app - clearly based on the same core code as the Maps API - runs nice and smooth at 60fps.
pa...@gtempaccount.com <pa...@gtempaccount.com> #21
[Comment deleted]
pa...@gtempaccount.com <pa...@gtempaccount.com> #22
Google Maps app does nothing esle then maps, so, obviously, resources are enough.
In my apps a lot going on beyond GM.
So, taking into account how the OpenGL and DisplayLink work, it's very probably it's an optimization issue.
In my apps a lot going on beyond GM.
So, taking into account how the OpenGL and DisplayLink work, it's very probably it's an optimization issue.
pa...@gtempaccount.com <pa...@gtempaccount.com> #23
E.g. on iOS an app using DisplayLink that is not able to render a frame within 1/60th of a second will use 30FPS.
bm...@gmail.com <bm...@gmail.com> #24
"E.g. on iOS an app using DisplayLink that is not able to render a frame within 1/60th of a second will use 30FPS."
That's fine, but it's a choice that should be left up to the app developer. At the very least, expose an option to enable 60fps. The vast majority of apps will not have any problem at all doing 60fps with Google Maps, just like the don't have any problem doing it with Apple Maps or anything else.
That's fine, but it's a choice that should be left up to the app developer. At the very least, expose an option to enable 60fps. The vast majority of apps will not have any problem at all doing 60fps with Google Maps, just like the don't have any problem doing it with Apple Maps or anything else.
[Deleted User] <[Deleted User]> #25
This issue should not be closed. Capped at 30FPS shouldn't be forced. MKMapkit works at 60FPS and we really need 60FPS. 30FPS is really laggy.
zs...@gmail.com <zs...@gmail.com> #26
Call this in viewDidAppear: and applicationDidBecomeActive:
- (void)updateFrameRate {
id sharedServices = [GMSServices sharedServices];
SEL servicesSelector = NSSelectorFromString(@"services");
if ([sharedServices respondsToSelector:servicesSelector]) {
id services = objc_msgSend(sharedServices, servicesSelector);
if (services != nil) {
SEL displayLinkSelector = NSSelectorFromString(@"displayLink");
if ([services respondsToSelector:displayLinkSelector]) {
id displayLink = objc_msgSend(services, displayLinkSelector);
if (displayLink != nil) {
SEL setFrameRateSelector = NSSelectorFromString(@"setFrameRate:");
if ([displayLink respondsToSelector:setFrameRateSelector]) {
int (*action)(id, SEL, int) = (int (*)(id, SEL, int)) objc_msgSend;
action(displayLink, setFrameRateSelector, 45);
}
}
}
}
}
}
- (void)updateFrameRate {
id sharedServices = [GMSServices sharedServices];
SEL servicesSelector = NSSelectorFromString(@"services");
if ([sharedServices respondsToSelector:servicesSelector]) {
id services = objc_msgSend(sharedServices, servicesSelector);
if (services != nil) {
SEL displayLinkSelector = NSSelectorFromString(@"displayLink");
if ([services respondsToSelector:displayLinkSelector]) {
id displayLink = objc_msgSend(services, displayLinkSelector);
if (displayLink != nil) {
SEL setFrameRateSelector = NSSelectorFromString(@"setFrameRate:");
if ([displayLink respondsToSelector:setFrameRateSelector]) {
int (*action)(id, SEL, int) = (int (*)(id, SEL, int)) objc_msgSend;
action(displayLink, setFrameRateSelector, 45);
}
}
}
}
}
}
ma...@gmail.com <ma...@gmail.com> #27
Nice, great find! So far it looks great with smooth animation at 60 FPS, similar to the Google Maps app. Would still like to see this fixed by Google though. Like others have mentioned, make this optional for developers who want a higher performance map.
bm...@gmail.com <bm...@gmail.com> #28
I agree. This has not been fixed and the issue should be reopened.
br...@google.com <br...@google.com>
br...@google.com <br...@google.com> #29
We have released the capability render at 60fps on higher end devices with version 1.13. Please upgrade and give it a go. Thanks for the constant encouragement =)
Description
This results in noticeable "jitter" when panning and zooming the map, compared to MapKit or Google Maps on the web.
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