CocoonJS 1.4 and iOS

Discussion and feedback on Construct 2

Post » Tue Jul 30, 2013 1:13 am

Without any changes to my game, I updated my CocoonJS from 1.3 to 1.4 and the frame rate of my game dropped from 30 fps to 5! (on iPhone 4 and iPod Touch)

Turning WebGL off improves the performance.

There must be some kind of disconnect here because the launcher demos run fine.

Thanks.David Flook2013-07-30 01:33:17
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Post » Tue Jul 30, 2013 5:31 am

It's ironic, CocoonJS 1.4 for Android is very good, but iOS version is very unpleasant.
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Post » Tue Jul 30, 2013 7:47 am

I'm having same kind of problems. My games fps-rate went from 30-40 to 5-25. Something's clearly not right.
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Post » Tue Jul 30, 2013 8:22 am

Hi guys
After updating to 1.4 my game crashed :( and i found out that if i turn off supersampling in cocoonjs, the game will work.
i also had to turn off multisampling to be able to se my fonts but the fps goes down every time i score :(

Something its wrong and i dont know how to fix it.
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Post » Tue Jul 30, 2013 8:34 am

@Joannesalfa i have this same problem on ANDROID in first relase of cocoon i have 25+ fps now... i cant play with my game i have many problems from loading problem to low fps. Its true.
In my opinion new relases have maybe lot of new components but performance is lowestdelgado2013-07-30 08:42:38
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Post » Tue Jul 30, 2013 11:05 am

How did you install 1.4 on the iOS?

I see on the Ludei website that they still havent enabled WebGL demos for iOS, I assume WebGL is not ready for iOS deployment yet.

@delgado
@David Flook
@robotecollective

Most people have experienced a major performance increase with 1.4, me included.

Do you have a dynamically updating TEXT object in your game? Text objects really lag down WebGL(which was introduced in 1.4) A LOT. It's recommended you always use Sprite Fonts instead, they're lag-free.Xionor2013-07-30 11:07:13
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Post » Tue Jul 30, 2013 11:07 am

In a weird way I think my performance on iOS have improved but maybe by 5-10%. Which is still good. But today I'm having problems compiling my project. It has been stuck in the compile que for two hours now :/
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Post » Tue Jul 30, 2013 11:29 am

[QUOTE=delgado] @Joannesalfa i have this same problem on ANDROID in first relase of cocoon i have 25+ fps now... i cant play with my game i have many problems from loading problem to low fps. Its true.
In my opinion new relases have maybe lot of new components but performance is lowest[/QUOTE]

@delgado I'm using sh*tty generic Android Tablet, my game with canvas version it runs between 20-25 fps, then with WebGL version it runs 50-60 fps.

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Post » Tue Jul 30, 2013 11:52 am

Installed by clicking update in the app store. Is there another way?
There are no Text objects in the game.

Something like this should "just work" since it only has one purpose in life. It's only reason to exist is to take what we've done and "make it go" on mobile devices. If any single setting or object could make the frame rate drop 30+ frame per second, then that is considered a flaw in my mind.

Clearly CocoonJS isn't fully cross-platform ready, at least not when used with Construct 2.

Hopefully Ludei will sound off on this issue at some point. At least acknowledge it is an issue.
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Post » Tue Jul 30, 2013 12:02 pm

I removed my text objects but the problem remained. There is clearly some big issue, my game ran a lot faster with the previous version of the CocoonJS app.robotecollective2013-07-30 12:26:20
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