I doing some tests between game engines, I've been working on a test in AS3/Starling using the Starling runtime. On a stage of 1920x2160/FrameRate = 60, I've got 3 static graphics (1920 x 1080), a test button, and 2 Spine characters, which I place on the stage. One of the Spine characters I duplicate 288 times and place across the stage.
I've have the std memory/gpu memory low and the draw calls down to 6. However, the FPS is not as good as it could be. I started out between 7 and 15 FPS. With some help of the fine folks over at the Starling forums, I've achieved up to the mid 20's.
An excellent 'WiseOwl' over there mentioned "...in Unity I can disable the spine animator component. That stops the Update (AS3- OnEnterFrame).. I don't know if that's available in the AS3 spine runtime. That helps with the FPS quite a bit.".
My question : is there something similar in the AS3/Starling runtime? If so, where would be a good place to look?
UPDATE : I saw an old post http://esotericsoftware.com/forum/Starling-AS3-Performance-Question-8706 where BadLogic had opened an issue https://github.com/EsotericSoftware/spine-runtimes/issues/918 however BadLogic mentions
Decided against this. It can be easily handled in user code without any downsides.
This seems like my issue above, so may I ask what the user code is to handle this? All advice/help is much appreciated!