Chrome 33 + WebGL performance

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Post » Fri Feb 21, 2014 1:53 pm

Oh and another thing to verify this really is the problem: try closing all instances of Chrome, then use the Run dialog (Win+R) to run:

chrome --disable-software-rasterizer

I think that disables swiftshader, but not sure if it has any other side-effects... anyway, if you then preview *in that Chrome window* that opened (if you close it it'll lose the setting), you should see the same thing: fast canvas2d instead of slow webgl. Can you confirm this is the case?

If Chrome 33 does not support the new workaround and this fixes it, I'll do a .2 update since it will be a few weeks before the next update.
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Post » Sat Feb 22, 2014 3:02 am

I tried both, and neither worked. The only thing that's worked has been enabling the flag to override the software rendering list in chrome://flags (ignore-gpu-blacklist).
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Post » Sat Feb 22, 2014 4:53 am

It seems that chrome 33 has helped some people, at least: https://www.scirra.com/forum/viewtopic.php?f=146&t=95751&p=740373#p740373
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Post » Sat Feb 22, 2014 7:30 am

Hmm... I tried adding --ignore-gpu-blacklist to the package.json and package-preview.json files you linked, and it didn't work, still getting software rendering.

What does work, however, is making a shortcut to the exported exe file, right clicking it, and editing the properties so that the target is:

"C:\path\nw.exe" --ignore-gpu-blacklist

Then running the shortcut, I get 60 fps again. I tried modifying the shortcut to use --disable-software-rasterizer, but it still didn't work. Kinda odd that --ignore-gpu-blacklist doesn't work in the package file when it works in the shortcut.
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Post » Sun Feb 23, 2014 8:53 am

I updated a galaxy tab3 yesterday from chrome 30 or 31 to chrome 33.

An image heavy game developed last december, exported and hosted online ran decently at that time on that galaxy tab.

After updating to chrome 33 it ran poorly.

I tweaked the settings in chrome://flags (for a good hour -,-) but either they didnt seem to do anything, or actually made it worse :(

Anything I can do/try similair to that short cut approach @arima did ?
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Post » Mon Feb 24, 2014 1:51 am

Not sure if this is the right thread or not, but I am having some issues now as well using v163.

Performance seems to have taken a small hit, in both Chrome and Node-Webkit, but the biggest issue is I don't think WebGL is working anymore. When I run my project in Chrome or Node-Webkit my effects do not work anymore. I have some brightness settings on some background objects, and they don't work now.

I just updated my nVidia drivers to latest, and my chrome is latest too (v33).

Has anyone else been seeing anything like this?
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Post » Mon Feb 24, 2014 2:00 am

Just confirmed in the debug layout:

When running my project in Node-Webkit or Chrome it is using the Canvas2D for the renderer.

When I run in Firefox it uses WebGL. Effects work here and performance seems to be a little better too.

Is this a known issue? or happening to anyone else?
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Post » Mon Feb 24, 2014 5:20 am

I can confirm that my performance got much better with the recent update to Chrome. My recent game was struggling after I upgraded my video card to an AMD Radeon 7770 HD. FPS had dropped from a smooth 60 to 40-50. Now it's back up to 60, no problems.
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Post » Mon Feb 24, 2014 7:34 am

@ArcadEd, Hmm? Weird that it gets faster for you but worse for others.
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Post » Mon Feb 24, 2014 9:27 am

I can only get canvas 2D on both chrome and Nodewebkit unless I use chrome://flags

which I have decided is not a good idea as I may not be getting a true picture of the end users experience...

Personally think going stable release on this chrome / node 32-33 build was a disaster
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