Background fps issue on mobile

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Post » Sun May 05, 2013 5:23 am

Hi all,

I have an issue with a simple gradient background I made for a game.
When I run the game without it, I stick around 40fps. As soon as the background is added it drop to 20fps.

I tried a tilebackground 16x720, a sprite 32x32 that I resize to fit the layout (960X720) , I even tried the full image 960x720 (which I know will hit performance) but whatever I do the fps drop 50%.

I have the same fps behavior on my Acer Iconia tablet and Galaxy S3 phone. I am using CocoonJS for export.

Any help or tips would be greatly appreciate

twistcap2013-05-05 05:24:23
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Post » Mon May 06, 2013 6:58 pm

It's probably overdraw. You can try going to the project properties and turning off 'clear background' which should help a bit.

To learn more about the problem and what can be done about it, read this, especially the section on overdraw: :https://www.scirra.com/blog/112/remember-not-to-waste-your-memory
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Post » Tue May 07, 2013 2:22 pm

Thanks for the info Arima

I did try to turn off the clear background after reading your post but without success (using a 16x720 tiledbackground).

I read the link you sent me, in my case I only have this gradient back ground that will cover the entire screen, all my others layers uses smaller sprites and tilebackgrounds objects with a layer transparency active.

My biggest sprite is around 213x180 is that too big?

I will try with the "Clear background" at "off" with a single sprite stretch to 960x720 this in a couple of hours and will let you know if that worked better.

Thanks again it really appreciate!twistcap2013-05-07 15:33:39
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