# Phaser 3 Mobile Performance ( IOS / Android )

**URL:** https://phaser.discourse.group/t/phaser-3-mobile-performance-ios-android/1435
**Category:** Phaser 3
**Created:** [February 27, 2019, 12:41pm UTC](https://phaser.discourse.group/t/phaser-3-mobile-performance-ios-android/1435 "2019-02-27T12:41:42Z")
**Posts on this page:** 1
**Showing post:** 2

<div class="post-metadata">

### Author: ![yannick](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/yannick/32/732_2.png) [@yannick](https://phaser.discourse.group/u/yannick)
#### Post date: [February 27, 2019, 5:53pm UTC](https://phaser.discourse.group/t/phaser-3-mobile-performance-ios-android/1435/2 "2019-02-27T17:53:12Z")

</div>

1: In my experience the skills matter in some cases. I once made a game, which had a game world of about 20’000px with one big masked tilemap for the ground. It worked with about 20fps on a Nexus5. One I split them programmatically into pieces of max 1000x1000px and enabled rendering dynamically for each visible/hidden piece, it run with 60fps.

But smaller and simpler games should work just well without optimization.

2/3: I think [this link](https://phaser.discourse.group/t/rip-cocoon-js-hello/1194) helps you.

I believe Phaser 3 is the easiest and best way to make 2d games for mobile.

---

_[View the full topic](https://phaser.discourse.group/t/phaser-3-mobile-performance-ios-android/1435)._
