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Home/ Questions/Q 3284916
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T20:12:29+00:00 2026-05-17T20:12:29+00:00

I’m toying with a small game on my iPad using cocos2d and I’ve run

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I’m toying with a small game on my iPad using cocos2d and I’ve run into some performance worries. I have a 512×512 image tiled as my background. That gives me around 40fps with 20 sprites (in a CCSpriteBatchNode), the code for the background is this:

CCSprite *background;
background = [CCSprite spriteWithFile:@"oak.png" rect : CGRectMake(0,
                                                                   0,
                                                                   size.width,
                                                                   size.height)];
background.position =  ccp( size.width /2 , size.height/2 );
        
ccTexParams params = {GL_LINEAR,GL_LINEAR,GL_REPEAT,GL_REPEAT};
[background.texture setTexParameters: &params];

If I remove the background I get a solid 60fps.

I’ve tried converting the image to PVRTC and that did give an extra fps or two. I get identical framerates using a 1024×768 image instead of the tiled version.

Since my background will remain axis aligned, unscaled and generally static. I figure there should be a faster way to draw it than having it as a regular CCSprite?

alt text

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  1. Editorial Team
    Editorial Team
    2026-05-17T20:12:30+00:00Added an answer on May 17, 2026 at 8:12 pm

    Turns out cocos2d moves in mysterious ways. Adding the background to an otherwise empty wrapping CCSprite gets the framerate back up to 60:

    CCSprite *spback = [(CCSprite*)[CCSprite alloc] init];
    [self addChild:spback];
    
    CCSprite *sp = [CCSprite spriteWithFile:@"Background.png"];
    sp.position = ccp(1024/2, 768/2);
    [spback addChild:sp];
    

    Credits for this goes to yaoligang on the cocos2d forums.

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