Crosswalk Performance Mega-thread

Discussion and feedback on Construct 2

Post » Sun Jun 07, 2015 4:30 am

This thread is hard proof that Crosswalk is not good for many games and 60 FPS on Crosswalk, even in super simple project, is just a lie. Yet we still hear exactly the same excuses like 1 or 2 years ago: everything will be better, everything will be fixed - of course by someone else. Just please wait a few months.

Don't you see that Chromium etc. is just an excuse to DO NOTHING now?

To ignore Ludei?
To ignore cocos2d-js?

It's up to you if you accept this. Okay. But if someone asks for serious treatment and serious approach - don't call it "whining".
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Post » Sun Jun 07, 2015 8:55 am

shinkan Like he said Once again, stop spamming this thread with shit not related to Crosswalk.
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Post » Sun Jun 07, 2015 9:24 am

I don't know what people complaining about crosswalk. Crosswalk getting better and better, focus to your game. Look at the other game engine such as unity, and clickteam fusion. Even they have native export but many users complaining the same thing about performance and bugs. Native export doesn't mean free of bug and performance doesn't always good.
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Post » Sun Jun 07, 2015 9:54 am

A Crosswalk compiled game with 60 fps on mobiles... i highly doubt that. i would love to try that game.
Anyways, i hope Cocoon.io will come to our aid! So we can begin to release all the games we made! :)
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Post » Sun Jun 07, 2015 10:28 am

nikosurfing wrote:I don't know what people complaining about crosswalk.


I think, they're complaining about 1 sprite game lagging on a device with a 4% market share (GPU MODEL = Vivante GC1000: 4.0%), which is like 40 000 000 devices.
You're right, Crosswalk will be good. It's too late to start developing any native export. There are always limitations while developing. Right now, it's the performance of the Crosswalk export. Fortunatelly, there's another option in Cocoon, which at the moment gives best results. It may be again a different story in 6-12 months.
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Post » Sun Jun 07, 2015 12:02 pm

Here's the same test .capx exported with Cocoon, so we're not talking theory.
Download the apk

Samsung Galaxy Tab 3 7.0 SM-T110

webGL
Vivante GC1000
32-39% CPU
60 FPS stable

FPS is great, no problem. Now there's just one thing which bugs me, din't notice that before. That CPU usage went from 10% on Crosswalk to almost 40% with Cocoon :shock:
Hopefully it won't be a problem. I'll try to do some stress test.
Last edited by Noga on Sun Jun 07, 2015 12:46 pm, edited 1 time in total.
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Post » Sun Jun 07, 2015 12:16 pm

@Noga did you use old Cocoon? or new ".io" one?
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Post » Sun Jun 07, 2015 1:27 pm

shinkan wrote:did you use old Cocoon? or new ".io" one?

The new one.

Here's the test version 2.
source .capx
Crosswalk export .apk
Cocoon export .apk

32 sprites with sine behavior and again tested on Samsung Galaxy Tab 3 7.0 SM-T110

Crosswalk 12
14-18% CPU
41-49 FPS (average 44)

Cocoon
32-42% CPU
60 FPS stable

FPS makes it clearly visible what export you should use for exporting C2 games. Again, this is how things are at the moment and they may change in the future. I'll do some more tests to see where the Cocoon will break.

update
For testing, I was using cw12 shell with gpu blacklist. This turned the device into canvas 2d mode and the results for Crosswalk were much worse (22 FPS). After exporting the testing version with Intel XDK it uses webGL correctly and FPS went up.
Still it doesn't change anything about which export performs better at the moment.
Crosswalk is lagging no matter if 1 or 32 sprites are used. I'll try to add more sprites to see if it makes a change in FPS.
Last edited by Noga on Sun Jun 07, 2015 7:39 pm, edited 4 times in total.
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Post » Sun Jun 07, 2015 2:24 pm

Is new cocoon supporting webgl? They got some issues with it last time I checked.
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Post » Sun Jun 07, 2015 6:02 pm

Man, I tried to use the new cocoon, everytime I tried to compile it I got some error which wasn't happening in crosswalk. I'm interested to see how well it performs.
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