Although GPU rendering can greatly improve performance
of SWF content, the content's design plays an important role. Remember
that settings that have historically worked well in software rendering
sometimes do not work well with GPU rendering. The following tips
can help you achieve good performance with GPU rendering without
incurring any performance penalty in software rendering.
In order to leverage GPU acceleration of Flash content with
AIR for mobile platforms, Adobe recommends that you use renderMode="direct"
(that is, Stage3D) rather than renderMode="gpu". Adobe officially
supports and recommends the following Stage3D based frameworks:
Starling (2D) and Away3D (3D). For more details on Stage3D and Starling/Away3D,
HTML embed parameters. These modes can result in decreased performance.
They can also result in a small loss in audio-video synchronization
in both software and hardware rendering. Furthermore, many platforms
do not support GPU rendering when these modes are in effect, significantly
Use only the normal and alpha blend modes. Avoid using other
blend modes, especially the layer blend mode. Not all blend modes
can be reproduced faithfully when rendered with the GPU.
When a GPU renders vector graphics, it breaks them up into
meshes made of small triangles before drawing them. This process
is called tessellating. Tessellating incurs a small performance
cost, which increases as the complexity of the shape increases.
To minimize performance impact, avoid morph shapes, which GPU rendering
tessellates on every frame.
Avoid self-intersecting curves, very thin curved regions
(such as a thin crescent moon), and intricate details along the
edges of a shape. These shapes are complex for the GPU to tessellate
into triangle meshes. To understand why, consider two vectors: a
500 × 500 square and a 100 × 10 crescent moon. A GPU can easily
render the large square because it's just two triangles. However,
it takes many triangles to describe the curve of the crescent moon.
Therefore, rendering the shape is more complicated even though it
involves fewer pixels.
Avoid large changes in scale, because such changes can also
cause the GPU to again tessellate the graphics.
Avoid overdrawing whenever possible. Overdrawing is layering
multiple graphical elements so that they obscure each other. Using
the software renderer, each pixel is drawn only once. Therefore,
for software rendering, the application incurs no performance penalty
regardless how many graphical elements are covering each other at
that pixel location. By contrast, the hardware renderer draws each
pixel for each element whether other elements obscure that region
or not. If two rectangles overlap each other, the hardware renderer
draws the overlapped region twice while the software renderer draws
the region only once.
Therefore, on the desktop, which use
the software renderer, you typically do not notice a performance
impact of overdraw. However, many overlapping shapes can adversely
affect performance on devices using GPU rendering. A best practice
is to remove objects from the display list rather than hiding them.
Avoid using a large filled rectangle as a background. Set
the background color of the Stage instead.
Avoid the default bitmap fill mode of bitmap repeat whenever
possible. Use bitmap clamp mode instead to achieve better performance.