Crosswalk Performance Mega-thread

Discussion and feedback on Construct 2

Post » Sun Jun 07, 2015 7:42 pm

shinkan wrote:Is new cocoon supporting webgl? They got some issues with it last time I checked.


I think it's fixed. In the test version the webGL is set to ON.

I did a mistake when testing and corrected the original post with accurate numbers. It makes no difference in the result, just changed FPS numbers.
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Post » Sun Jun 07, 2015 8:40 pm

@Noga

That's cool. i might try that with my project.... just need to find some info how to export it to Cocoon. xD
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Post » Sun Jun 07, 2015 8:47 pm

@shinkan

It's the same way you export to cordova.
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Post » Sun Jun 07, 2015 8:50 pm

@vybr Does it needs some special preparations? like minification on/off some special fullscreen scaling settings? Is there a place somewhere where i can find more info?
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Post » Sun Jun 07, 2015 9:02 pm

@shinkan I have no idea, I'm not in the beta yet sadly. Though I'm convinced none of those settings matter and you can export it with no issue.

EDIT: I found this. It should tell you everything you need to know: https://cocoon.io/doc/index
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Post » Sun Jun 07, 2015 10:38 pm

Tried to recompile a WebGL export of my project in cocoon.io

Game runs great...in the bottom 1/4 of my screen. :P
Don't lose your work. Backup your game with Dropbox.
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Post » Sun Jun 07, 2015 10:42 pm

How comes that everyone has access to cocoon.io except me ^^ didnt get invited yet
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Post » Mon Jun 08, 2015 12:39 am

I sent some feedback to cocoon.io about the webGL scaling issue:

Project exported from Construct 2 as Cordova. Fullscreen is set to true.

Problem:

Game only fills bottom-left part of screen when WebGL is enabled.

Suspected cause:

It seems as if the game resolution is reduced if it exceeds the resolution of the target device. This appears to follow powers-of-two. In my case the native game rez is 1024x640; the rez of the lower-left window is 512x320. Said device has a 800x480 screen.

Unfortunately, this image is not being scaled back up to fit the screen.

Also of note: touch input registers as if the image is being scaled up; ie, tapping on buttons in the small window in the bottom left won't work, but tapping where those buttons would be if the screen was scaling correctly works fine.

The small window displays correctly otherwise; webgl fx work, framerate is good.

Touch input and sound trigger latency is faultless.

Device info:

https://docs.google.com/document/d/1b8F ... sp=sharing
Don't lose your work. Backup your game with Dropbox.
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Post » Mon Jun 08, 2015 1:54 am

So far I've only used crosswalk, which ran fine on my htc one m7, and a few other phones (mostly near the high end range and high end mid range), I guess I will need to get a few mid range phones to test it out to really get a grip on the performance. But I have to admit, looking at the steady FPS of cocoon is definitely getting em interested to at least give it a try and see the difference.

@Noga, this is from my testing with crosswalk, so not sure if it is applicable with cocoon, but I had a game that was cpu hungry on crosswalk, 40% up to 70%. I did some stress test and I found one big red flag that made me stop all plans for the game at the moment. It devoured my battery life like crazy! I mean insanely battery hungry! No other games I played even came close. A comparison, I played real racing 3 for 20 minutes, and my game for 5 minutes. Checking the battery usage, my game used roughly 10x more power. Not sure if this is the case with cocoon, but just wanted to let you know so you could look out for it next time you do a stress test.
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Post » Mon Jun 08, 2015 7:14 am

TiAm wrote:Tried to recompile a WebGL export of my project in cocoon.io

Game runs great...in the bottom 1/4 of my screen. :P


Can you try the Cocoon test apk from this post?
Window size - 1280, 720
webGL - ON
my device has resolution 1024, 600 and it looks normal.

rekjl wrote:this is from my testing with crosswalk, so not sure if it is applicable with cocoon, but I had a game that was cpu hungry on crosswalk, 40% up to 70%. I did some stress test and I found one big red flag that made me stop all plans for the game at the moment. It devoured my battery life like crazy! I mean insanely battery hungry! No other games I played even came close. A comparison, I played real racing 3 for 20 minutes, and my game for 5 minutes. Checking the battery usage, my game used roughly 10x more power. Not sure if this is the case with cocoon, but just wanted to let you know so you could look out for it next time you do a stress test.


As someone mentioned couple posts back, Crosswalk (and Cocoon) is an extra level on top of the game to make it run and it takes more power by doing that extra work which native games don't need to care about. That's something we can't avoid and it means we have to be even more careful about resources when using C2.
From those few tests I did lately, Cocoon takes about 50% more CPU power than Crosswalk (it looks, it doesn't scale that much when adding more sprites, so that's good). It's great it can keep 60 FPS, I just hope it doesn't mean 50% more power consumption.
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