Tried to recompile a WebGL export of my project in cocoon.io
Game runs great...in the bottom 1/4 of my screen.
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.