It's actually three layers. But there's not much on two of the layers.
The worst thing for slowdown is having several moving objects on screen at once. It's worse on my tablet but that is a bit slower than the Ouya.
I plan to optimise the hell out of the game so animated or moving objects that aren't on screen are basically replaced by a static 8x8 square lol.
Ive noticed using built in movements is pretty fast. Pinball objects as particles let you have 100's of objects on screen without much of a problem, but when i coded my own it slowed down with about 5...
That would depend on what type of ios device you were trying to run it on. But so far, Ouya is not comparing to my ipad 2 or ipod touch 4th gen. And I already implemented most of the acceleration methods I came up with for ios. Technically the Ouya is more powerful than those devices, so really I think it's going to come down to Clickteam doing some more optimization. Keep in mind the ios exporter has been out for a long time while the android exporter is brand new.
I'm having to take optimization to new levels with my MMF2 games but it's not impossible. The Android runtime has clearly got huge overheads because the Ouya is supposed to have a 1.7 ghz quad core processor lol.
I must admit i'm having loads of trouble when I test my games on my Ouya now ive made a level editor/loader. It likes to freeze then kick me back to the home screen. I'm not really sure what the problem is because sometimes just changing frame causes it to freeze and other times it's more obvious. Fastloops for instance are even slower on Android.
I just checked and apparently The 'jump to frame bug' has been fixed with the latest beta. It was an issue with the Ouya controller object.
Originally Posted by JustinC I can't say in any way whether this console will still be supported a year from now, or whether it will find any degree of mainstream success, but for $99, it's definitely worth it if you want to get your games on a tv console. I'd love to play Tops or Jamie's revenge on it..