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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T08:57:16+00:00 2026-06-11T08:57:16+00:00

I’ve been using Cocos2d 2.0 recently and I’ve noticed there’s a drop in frame

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I’ve been using Cocos2d 2.0 recently and I’ve noticed there’s a drop in frame rate by about 10-20 frames if I’m using sprites that are half the screen size or larger. This is troublesome as I need at least one full screen sprite for the background.

I’ve done everything I can to lower draw calls and texture memory, but the only thing that raises the fps back up to 60 is removing the background sprite.

Is there something different about cocos2d 2.0 that I’m missing when it comes to making sprites? I’ve tried this on multiple devices (iPads and iPhones) and they all have the same problem.

UPDATE:
I’ve noticed that the size of the sprite itself, not its texture, is affecting the frame rate. If I scale the sprite to 0.5 on both the x and y, then I’m at 60fps. If I scale just the x or y axis, then frame rate jumps between 50 and 60 (10 fps better than full screen).

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  1. Editorial Team
    Editorial Team
    2026-06-11T08:57:17+00:00Added an answer on June 11, 2026 at 8:57 am

    Figured it out. All we had to do was turn our scene’s CCLayerColor into a CCLayer. Seeing as we are using a full size background sprite, it was unnecessary to re-draw the background every frame anyway.

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