Bottom Line: Construct 2 and the Ouya

Discussion and feedback on Construct 2

Post » Wed Feb 13, 2013 11:35 pm

Actually this can't be right at all aboout larger objects.

In CocoonJS tests there many demo's with full screen images running at 60fps. However C2 on my device crawls with TileBackground at 256x256 over the screen. There is definitely something wrong.

I will take you up on that offer. Try this
original simple: https://dl.dropbox.com/u/14087254/ballbouncetest.capx
CocoonJS: https://dl.dropbox.com/u/14087254/balltest.zip
CAPX: https://dl.dropbox.com/u/14087254/performancetest.capx

modify resolution and position if needed. try to be sure that when using letterbox your getting exacctly the availble screen size :)

jayderyu2013-02-13 23:43:03
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Post » Thu Feb 14, 2013 12:05 am

I'm sorry, I'm ignorant and will need more of a guide to do this than that I'm afraid... lol. In my experience to "install a thing on android" I need a .apk?
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Post » Thu Feb 14, 2013 1:31 am

Actually I`ll set up a website for direct browser testing. It might be easier than constantly uploadnig and downloading :D
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Post » Thu Feb 14, 2013 1:33 am

No! You do as I command! (No? Oh, alright...)
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Post » Thu Feb 14, 2013 4:23 pm

ok. let's start with something easy

http://studioryu.net/dev/bounceball/

I looked up and it says your device is 1280x800. So just use your browser as I set this to run at your Android Browser(built in) available resolution.

The demo just creates ball's while it has more than 30fps. The second number is the ball count. Just let me know where it starts to stop.
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Post » Thu Feb 14, 2013 5:01 pm

Got it... will do this when I get to the house in a couple of hours.
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Post » Thu Feb 14, 2013 5:14 pm

[QUOTE=jayderyu] ok. let's start with something easy

http://studioryu.net/dev/bounceball/

I looked up and it says your device is 1280x800. So just use your browser as I set this to run at your Android Browser(built in) available resolution.

The demo just creates ball's while it has more than 30fps. The second number is the ball count. Just let me know where it starts to stop.[/QUOTE]

Impressive! Are the balls physics objects? I ask because the results for Chrome on my laptop was 1447 before it's first drop, and this is with 17 tabs open, YouTube playing and Bioshock running in the background! Making it far more impressive than my own work, or are the balls bullets?
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Post » Fri Feb 15, 2013 1:42 am

The balls are bullets with the gravity option on. Since our aim is to figure out what is killing performance on mobile I elected to hold off on Box2d physics. Though that would be pretty cool :)

Lovelocke64, here is another one to test out(the buttons are a little sensitive)
http://studioryu.net/dev/paintrendertest/
This was inspired by CocoonJS Sprite2 demo. However I want to know what FPS impact occurs when there are 50/100/150 objects on the screen; and the different between the 3 backgrounds.
Tiled: blue with light blue lines. These are 256x256
Sprite: this is the sky image at a size of 720p to the pixel
Plain: this is just the basic colour of the layer

So here is an interesting run down on all this testing.
Canvas2d(html) is unoptimized for rendering. in fact it's likely that like Android NDK the canvas has a number of method calls that are still software. So the result is that performance is just terrible. ultimatly Canvas2d rendering in the webview render rate is entirely based on the number of pixels pushed in the frame. instead of number of render calls. This leads to terrible performance. More pixels push the slower it goes :(

CocoonJS(which is not viable for Ouya right now) has over come the pixel amount limit and is wonderfully based on number of draw calls :) When CocoonJS is Ouya ready we will be sitting pretty and able to do some astounding games. infact based on my particular hardware it's pretty close to about 60% native now. however you need to be super smart and careful in regards to logic. This is fantastic platform. But that's the future on the Ouya and not the now :(

PhoneGap, since we are limited to using PhoneGap :( we are bound to the amount of pixels being rendered for performance. Less pixels rendered the better. This hurts as it will heavily impact background usage. Now since we are aiming for the Tegra 3 which is supposedly going to be 6 to 10 times more powerful than my testing device. We may be fine. My tests results with backround + 50 objects is 20fps. At 6 times the power that would leave the same test running with 120fps(limited to 6)... so you need to let me know the results :)

I assume your nexus has a screen res of 1280x800?
this leaves in the browser 1280x648
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Post » Fri Feb 15, 2013 4:12 am

[QUOTE=jayderyu] ok. let's start with something easy

http://studioryu.net/dev/bounceball/

I looked up and it says your device is 1280x800. So just use your browser as I set this to run at your Android Browser(built in) available resolution.

The demo just creates ball's while it has more than 30fps. The second number is the ball count. Just let me know where it starts to stop.[/QUOTE]

IN CHROME BROWSER:

Things to consider - It fills up up the center, eh, 40% of my screen. 30fps, 119 balls and holding steady it seems.

IN DOLPHIN BROWSER:

The same about filling the center 40% of the screen. 27-28fps steady, 195 balls.

Have I mentioned how much I -hate- Chrome? Such s---. I have taken a photograph on my phone of the tablet. You can check it out right... here - http://s18.postimage.org/efip9fobt/IMG_20130214_220604.jpg

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Post » Fri Feb 15, 2013 4:28 am

[QUOTE=jayderyu]Lovelocke64, here is another one to test out(the buttons are a little sensitive)
http://studioryu.net/dev/paintrendertest/
This was inspired by CocoonJS Sprite2 demo. However I want to know what FPS impact occurs when there are 50/100/150 objects on the screen; and the different between the 3 backgrounds.
Tiled: blue with light blue lines. These are 256x256
Sprite: this is the sky image at a size of 720p to the pixel
Plain: this is just the basic colour of the layer[/QUOTE]

Note - The + Symbol adds 5. The - Symbol subtracts 4. Lots of refreshing to check these out... lol.

IN CHROME BROWSER: (FPS/OBJECTS)

Tiled Background Test:
34-39/50
30-31/100
30/150
29-30/200
28-30/250
28-30/300
19-20/500
12-13/1000

Sprite Background Test:
33-39/50
30-31/100
30/150
28-30/200
24-30/250
24-30/300
11-13/1000

Plain Background Test:
35-40/50
30-31/100
30/150
29-30/200
28-30/250
29-30/300
12-13/1000

...it's late. I'll hit you with the dolphin browser results tomorrow pal :)
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