Crosswalk Intel XDK experiences

Discussion and feedback on Construct 2

Post » Thu Dec 11, 2014 10:26 am

TiAm wrote:So, what kind of performance should I expect on a low-med powered device? Specifically, 1.2ghz dual core, android kitkat 4.4.2, 800x480, antutu score of ~13,000?

Have tried a couple of my own projects, as well as some of the scirra templates (space blaster and ghost shooter). Framerates aren't that great, ghost shooter rain demo get's about 10-12fps, space blaster maybe 20-30fps (just a guess, have to re-export with fps meter). Ghost shooter reports webgl.


@Silverforce :) :) :)
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Post » Thu Dec 11, 2014 10:29 am

Message: volcank can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
@jay333 Haha yes I was having hard time also for a long time and given up on ios to tell the truth. 2 days ago somehow I managed to build a game. When you look at Intel's site they have the info there:

https://software.intel.com/en-us/html5/ ... -intel-xdk

but they didn'T have tha last 2 lines so I created them and it worked. Btw sometimes the game builds even without the added splashscreens but the apploader will give errors during the upload process and the upload will fail.

Happy that I could be helpful :)
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Post » Thu Dec 11, 2014 12:12 pm

szymek wrote:
TiAm wrote:So, what kind of performance should I expect on a low-med powered device? Specifically, 1.2ghz dual core, android kitkat 4.4.2, 800x480, antutu score of ~13,000?

Have tried a couple of my own projects, as well as some of the scirra templates (space blaster and ghost shooter). Framerates aren't that great, ghost shooter rain demo get's about 10-12fps, space blaster maybe 20-30fps (just a guess, have to re-export with fps meter). Ghost shooter reports webgl.


@Silverforce :) :) :)


That's about spot on. Ghost Shooter Rain demo is actually very heavy due number of sprites involve & shaders. If you want to make something like that, definitely aim at much beefier devices. Typically 800 x 480 res devices are junk and will not run complex C2 games well.

Also on Android its not useful to quote dual-core, quad-core etc because the performance difference between the types of CPUs/GPU differ vastly. For example, you can get very cheap devices with quad core but its nowhere near the performance of a Samsung S4 or similar devices. So for Android, I prefer to aim at certain popular models and use that as the cut-off/minimum required target.

For me, the Samsung S3 is the minimum target.
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Post » Thu Dec 11, 2014 5:50 pm

For this past week or so, I've been still seeking a solution for this "iOS Landscape Orientation" Symptom: Though I specify landscape on Intel Xdk Cordova [via 1) 'build settings: orientation' and 2) 'launch icons and splash screens: orientation], I still get portrait on my iOS device (an iPOD on iOS 6.1.6).

In the past I've been told to:

    A) search "forumsDOThtml5dev-softwareDOTintelDOTcom" for "Force Portrait even with Side Switch on Landscape" and

    B) Google search "Intel XDK Orientation Sample".

Unfortunately, both leads appear "Greek" to me. :( I'm too much of a noob programmer to know how to patch on such a low level. (I'm just enjoying how to use the Intel XDK GUI interface. ;)

BTW, to help with my symptom description, Phonegap-Build successfully honors my landscape choice (so I understand that it is possible on my iOS device).

Thx in advance. :) Jason
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Post » Fri Dec 12, 2014 12:55 am

@Silverforce

I remember that I checked your app on my old phone (854x480, dual core, 14.000 AnTutu) when you made it in CocoonJS. After this post I checked your Crosswalk release app on my new phone (1280x720, octa core, 24.000). And as far as I remember - it was working better in CocoonJS than now in Crosswalk. In case of Crosswalk - it is not 100% smooth all time. And it's not about FPS.

So in my case - maybe Crosswalk supports multiplayer, WebRTC, whatever - but as long as it is slower than CocoonJS - Crosswalk does not count for me.
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Post » Fri Dec 12, 2014 1:02 am

@szymek

XDK has improved a lot over time. I find performance to be identical to CJS Canvas+ and actually smoother on my own devices. But given how widely different each Android device are, who knows. :)

I test it on S3, S4, Nexus 5 etc.
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Post » Fri Dec 12, 2014 1:26 am

@Silverforce

I got feeling of "jumpy" :) i.e. sine behavior, floating partcles in the space, spaceships movement. And it is exactly what I see on Chrome on my desktop computer - when I check my own game. Also there was big topic on Scirra forum about Chromium jittering, or jittering every a few seconds etc. etc. As far as I remember it was about garbage collection etc.
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Post » Fri Dec 12, 2014 2:52 am

does the 192 update allow us to use google player services on Android? I can't seem to find a clear answer
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Post » Fri Dec 12, 2014 3:52 am

@silverforce

Thanks again for the info; you do seem to be one of the go-to's around here for mobile info :)

To be more specific, my specs are: Snapdragon 200 series model 8210, dual core ARMv7 1.2ghz, with an Adreno 305 GPU @ 400MHZ, 1GB LPDDR2.

I know it's a lower end device to test with; however, I'd like my games to be playable on a platform like this, even if it means dialing down settings/obj count.

Planning on getting a tablet soon, something not too insanely expensive (<$250) or powerful, but with decent performance.
Don't lose your work. Backup your game with Dropbox.
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Post » Fri Dec 12, 2014 5:23 am

TiAm wrote:@silverforce

Thanks again for the info; you do seem to be one of the go-to's around here for mobile info :)

To be more specific, my specs are: Snapdragon 200 series model 8210, dual core ARMv7 1.2ghz, with an Adreno 305 GPU @ 400MHZ, 1GB LPDDR2.

I know it's a lower end device to test with; however, I'd like my games to be playable on a platform like this, even if it means dialing down settings/obj count.

Planning on getting a tablet soon, something not too insanely expensive (<$250) or powerful, but with decent performance.


It will definitely be playable, you will just need to not use WebGL shaders, don't use the Physics behavior with many objects (or not at all) and keep the collision/overlap checks per tic as low as possible. These are the major limiting factors to performance on mobiles. While it sounds like a major sacrifice, its up to you to design a game around those limitations if you want to target low end devices. :)

I hear some good things with Android L, let's hope it boosts performance a fair bit.
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