Quote Originally Posted by SilverWarior View Post
Not many pascal developers own OUYA yet.
Our performance issues extend to any Android based platforms so even if you information is just about Android devices, it'll help. The only difference may be that OUYA is a quad-core.

Well our game is not using object pooling, and we have to put it in, but I'm wondering if that may be a bigger problem than we think. The game does create and destroy objects, but not consistently. How much of a performance hit can your game take while you are not creating or destroying objects without the object pooling implemented?

Are there other memory management issues such as Garbage Collection kicking in at other times for other reasons?