I realize I will probably need to isolate and report a proper bug w adobe, just throwing my story out there for now if anyone has any input.
Air v20 , v24, and v25 beta
iphone 5s and ipad 3
app store release, release mode, telemetry yes and no depending
I have been deploying to windows, android nexus6p, and nexus10 just fine with AIR 20,24 or 25. no problems, 60fps
For my ios devices, AIR 20 is the same performance, great.
However now upgraded to AIR 24 and 25, on only the ios devices, the same app on first loading is now running in to
Error #3672: Buffer creation failed. Internal error.
It seems to be mostly with creating even the smallest RenderTexture.
I load my few texture atlas, then create renderTexture... = #3672: Buffer creation failed
I delay the call to the render texture , still the same problem
I eliminated the renderTexture all together, the app runs on the devices now, but is, glitchy, textures start disappering/reappearing. Eventually It freezes up and scout just stops recording all together with no final error.
I combined my spritesheets and removed some graphics to bring the gpu ram down, still the same error.
go back to AIR 20 and its totally smooth no errors.
Basically, with AIR 24/25 on my ios devices (both have 1G of ram) it almost looks like its running out of memory. Scout shows 68MB of GPU ram in use on the app, its still crapping all over the place on the devices.
Load up AIR 20, all is great. scout shows the same mem usage. I even went back to the less optimized sprite sheets and the app still runs great at the higher 120MB of gpu ram in scout, as long as its AIR 20.