About the jerkiness on the movement...

Discussion and feedback on Construct 2

Post » Sat Oct 18, 2014 1:39 pm

@Ashley , you mean that it can cause games that run on other monitors and have 60hz refresh rate to drop frames???

@Colludium , I can't really tell if there is performance improvement at the beginning in this new test. It feels like there is, but maybe I just want it to be there. What I clearly notice now though, is something that @Rayek mentioned earlier and it's very evident in your example now! In both Chrome(also in node web-kit) and IE 11, after the initial jerkiness settles down, there is a recurring stuttering period that lasts for a few seconds and repeats after 7-10 seconds. So, after you run the layout there is a pattern that goes like this: 1) Bad frame rate and intense stuttering for a few seconds 2) A buttery smooth experience that brings tears in my eyes and lasts for 7-10 (give or take) seconds 3) A continuous jerking period that lasts between 3 and 5 seconds (again, give or take) that evaporates those tears 4) repeat steps 2 and 3... In Firefox on the other hand, the damn thing is a stop motion fest, I can't believe how bad it runs something so simple.
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Post » Sat Oct 18, 2014 3:20 pm

I must confess that I only tested it in chrome, @eli0s. It was running butter smooth but my system is high spec. Let me try my old laptop and I'll report back. Excitement reduced a tad...
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sat Oct 18, 2014 4:28 pm

@eli0s, so I tried the 'improved' version 2.1 on my old sony (512 mb graphics card) and the performance was appalling (visual artefacts on the draw of the background, and also the periodic stutter you mentioned) = totally unusable!

So, I can only conclude that the 'fix' I mentioned before might only improve things for users of high-end hardware. I fear that it's going to be difficult/impossible to sell games of any dynamic complexity to people with average machines (my target market, I suspect) until the browser technology improves.

:cry:
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sat Oct 18, 2014 5:15 pm

@eli0s

Wow, I glad/sad to hear your experiences with firefox. I hadn't tested with it in awhile, and my version was ancient. I assumed that was why it was performing so poorly for me. I updated to version 33, only to find that my game still stuttered terribly. That being said, my recycling fork exhibited noticeably less jank than my old create/destroy engine.

@Colludium
Are you saying that the recycling approach gives a worse result on your older system, given the same test load (identical number of sprites)?

I have yet to test a platform that has given me worse performance when recycling objects. I do have pretty good hardware (3570k, 16gb ram, ssd) but I usually run off of my iGPU, and was doing so in this case. My other computer is a netbook circa 2009, and thus, won't even run a blank layout. So...I'm caught at the extreme ends of the scale.

I've got a friend with a low end dual-core laptop (pcmark is somewhere around 2000) and iGPU...I'll give his system a try when I can.
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Post » Sat Oct 18, 2014 5:17 pm

@j0schi

Whoa, thanks for the suggestion about creating/destroying some objects during the menu/loading/etc! :) I never would have thought of trying that.
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Post » Sat Oct 18, 2014 7:46 pm

@TiAm

No, I was just being unclear... The recycle method works much better than creating and destroying. However, when I tested my improved demo on my old computer I found that the performance was still poor when recycling (and better than when creating).
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Sat Oct 18, 2014 8:14 pm

Ah, yes. That's unfortunate. Did you try firefox and chrome? I'm quite dismayed to see how badly my prototype performs in firefox, though admittedly it's a tough case (on the high graphics setting, there can be as many as 2500 objects onscreen, between player bullets, enemies, and enemy projectiles). Chrome does jank now and then, but it's definitely not as severe as Firefox.
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Post » Sat Oct 18, 2014 9:16 pm

@Colludium , I think that Chrome having better overall performance (despite stuttering) is common for the most cases. :D

As for your old sony machine and its poor performance, while I understand that older and weaker hardware can't simply perform as well as newer and more powerful machines do, I believe that the phenomenon that we describe can't be related just to plain horsepower. If indeed it is, then this is truly disastrous for HTML5/browser based games, because my system (for example), while quite old and underpowered by today's standards, can still run Crisis 3 at high settings, so our examples should look like a joke in comparison, considering that the CPU and GPU usage is pretty low while I test them. Also, this inconsistency in performance between browsers implies that the issue has to do with the software side of things. :?

As for the recycling, I am positive that it helps to gain calculation power out of C2, but at least in our case the difference shouldn't be noticeable, there just ain't enough stuff happening to strain the machine. :cry:

@TiAm , I feel the same way, like I am not alone on this, but on the other hand, what can we do? This looks like it is inherently depended on the way browsers work. Let us hope that this is something reasonably easy to fix/improve and that our collective experiences written here and elsewhere will help the developers to do just that! :roll:
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Post » Sat Oct 18, 2014 9:24 pm

@eli0s

Well, Ashley's second bug report for chrome got assigned very quickly...of course, the title was "Chrome is janky compared to IE11 in HTML5 game". IE is much better than it used to be, but frankly, it seems as though the general perception is still 'IE sucks'. If you can quantifiably show that IE does something better than firefox, there will probably be more interest.

Maybe the new bugzilla entry should read: "Firefox lags behind IE in realtime HTML5 performance". ;)
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Post » Sun Oct 19, 2014 1:03 pm

@TiAm , you are right about IE. I think that it's also about people's habits and preferences. In my case, I do all my browsing with Firefox, ideally I would have wanted to play/run the games also with in Firefox's environment. As it is right now, since Chrome was and still is way ahead in audio issues, I use only Chrome. And since I detest for some reason IE look and feel, I only use it just to be sure that it will be able to display correctly what I am doing. When I publish something though, I always recommend Chrome for best user experience.
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