Comments (1)
You're correct, the images are loaded, decoded, and drawn on the CPU. It's off the main thread so it shouldn't block your touch handling, animations, etc. If you do a lot of other CPU intense work, FLAnimatedImage can use its buffer to retain realtime playback during those peaks.
Using the GPU to reduce the CPU usage would be ideal, but I'm not familiar with a good strategy to do that. Maybe OpenGL texture loading, OpenCL, or vImage. Any hints appreciated!
An easy approach you can try is to increase FLAnimatedImage's FLAnimatedImageDataSizeCategorys so you use slightly more memory but don't recompute any frames. That way CPU usage will almost drop to zero, once the first loop has completed.
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Related Issues (20)
- Bug Report HOT 1
- the image can not be displayed for ios 14. HOT 2
- Adding as SPM package issue
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- Hardcoded Frame Rate Divisor HOT 3
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- 在iPhone13Promax播放帧率异常加快 HOT 5
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- FLAnimatedImage
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