Base resolution for year 2015

Discussion and feedback on Construct 2

Post » Thu Jul 16, 2015 11:47 pm

Hey, been using C2 for many years, I am targeting several platforms, I always used a base layout size of 480*320 and then scaling (while using @2x sized sprites).

That is fine, except that now most newer phones have resolutions hovering in the 4k realm.

So my questions for you, lovely scirra community:

1) In 2015 what is a more reasonable base resolution?
2) Should sprites be designed and exported at 4k?
3) How does the base layout size impact construct2 performance? Looks like less pixels for C2 = less power to caluclate collisions and movement, thus resizing a small layout should boost performance, is this true?


Thanks
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Post » Fri Jul 17, 2015 12:41 am

Interesting
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Post » Fri Jul 17, 2015 12:42 am

Welcome back! :) Thought you were gone.

Personally I use 720p(1280, 720) as my target resolution. If I need to scale down it's not that much or if I need to scale up it's not that far either.

Even though a lot of phones/tables have super high resolutions there are still a TON that don't and aren't super powerful. I'm using a few layer shaders that work fine at 720p but they'd probably really chugg on a resolution higher than 1080P on a midline phone.

That's my two bits at least.
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Post » Fri Jul 17, 2015 12:49 am

A small layout should not boost CPU performance as collisions are based on polygons and not pixels. A small resolution will hugely boost GPU performance however due to the difference in pixel fillrate.
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Post » Fri Jul 17, 2015 12:53 am

@basspenguin thanks for the warm welcome.

@sqiddster I was under the impression that all sprites gets decompressed into memory as bitmaps, thus having a 4k screen, should theoretically use more memory even when starting with a smaller initial resolution.

Am I wrong or you simply mean that the FINAL screen res (a 4k screen against a 720p) makes a difference irregardless of the original layout size?
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Post » Fri Jul 17, 2015 1:47 am

@0plus1 yes, that'c correct. Larger image files will mean more VRAM is used regardless of the resolution
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Post » Fri Jul 17, 2015 2:02 am

@sqiddster that's really interesting.

If I understand correctly, it means that having a 1000x1000px on a 480x320px layout will use more memory than a 500x500px image on a 1280x720px layout?

If this is correct it means that with the right scaling your layout size means mostly nothing in term of performance?
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Post » Fri Jul 17, 2015 4:34 am

You may want to read the memory usage tips manual article as well as the several links that are into it.
It's not offering a resolution "solution" but explaining a few things on memory usage.

You can also, if you haven't already read the accompanying performance tips manual article.
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Post » Fri Jul 17, 2015 7:59 am

@0Plus1 correct. Memory isn't the only concern however, pixels being drawn per second is another issue, as well as number of draw calls.
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Post » Fri Jul 17, 2015 9:07 am

sqiddster wrote:@0Plus1 correct. Memory isn't the only concern however, pixels being drawn per second is another issue, as well as number of draw calls.


Interesting. What's the best way to limit/optimise draw calls, and pixels drawn per second?
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