Crosswalk Performance Mega-thread

Discussion and feedback on Construct 2

Post » Wed Mar 25, 2015 3:19 pm

TiAm wrote:...completely unacceptable motion quality, as if every other frame were being missed about half of the time.

Yes, same what I've seen in all my tests (except Samsung Galaxy S3).

Another test, now with blacklisting off.
Samsung Galaxy Tab 3 SM-T110 - Android 4.4.2
  • cw10 | 22-37 fps | webGL | huge spikes, unplayable
  • cw11 | 16-35 fps | webGL | huge spikes, unplayable
  • cw12 | 16-33 fps | webGL | huge spikes, unplayable

GIGABYTE GSmart Guru G1 - Android 4.2.1
  • cw10 | 18-26 fps | webGL | backgrounds and objects with bullet behavior jumps, unplayable
  • cw11 | 17-25 fps | webGL | backgrounds and objects with bullet behavior jumps, unplayable
  • cw12 | 24-25 fps | webGL | steady fps, bearly playable

Samsung Galaxy Tab 3
With webGL being ON the performance is worse. Fps oscillates between lows and highs and creates huge spikes. The overall image quality is better though. Sprite fonts doesn't look pixelated anymore and everything looks more clean, no jagged edges. Maybe that's what creates the spikes, it has to do "more work".

GSmart Guru G1
Same as with Samsung Tab3. Background and all objects with bullet behavior jump (the game is infinite flyer with parallax background). Like TiAm wrote, seems like it's skipping some frames. Interesting is the last test with cw12, it was almost playable. The fps was steady 24-25 so it looked better. There was lagging, but the lagging was consistent and if maybe fps was 30+, it'd be playable.
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Post » Wed Mar 25, 2015 4:03 pm

Looks like its time to dig into C# code and Unity for mobile export.
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Post » Thu Mar 26, 2015 1:21 pm

jakub89 wrote:@imaffett

Hello, for me CW7 is still better than 11,12.
Another words, the higher version cw = the less fps :o :)

game url: http://happysubmarine.indieboygames.com
apk cw7: http://goo.gl/jEIKlw

cw12 = 20 fps
Image

cw11 = 34 fps
Image

cw7 = 41fps
Image


Which device/OS are you testing on?
Intel Corporation
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Post » Thu Mar 26, 2015 1:25 pm

@imaffett

Huawei MediaPad 10 link
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Post » Thu Mar 26, 2015 1:26 pm

Noga wrote:Samsung Galaxy Tab 3 SM-T110 - Android 4.4.2
  • cw07 | 25-36 fps | canvas 2d | laggy but playable
  • cw10 | 28-38 fps | canvas 2d | laggy but playable
  • cw11 | 19-36 fps | canvas 2d | too laggy
  • cw12 | 15-25 fps | canvas 2d | too laggy

GIGABYTE GSmart Guru G1 - Android 4.2.1
  • cw07 | 33-36 fps | canvas 2d | fps looks ok, but barely playable
  • cw10 | 29-30 fps | canvas 2d | steady but low fps, barely playable
  • cw11 | 29-30 fps | canvas 2d | steady but low fps, barely playable
  • cw12 | 20-22 fps | canvas 2d | unplayable

Samsung i9300 Galaxy S III - Android 4.3
  • cw07 | 49-57 fps | canvas 2d | only little lags, good
  • cw10 | 59-60 fps | webGL | smooth, very good
  • cw11 | 59-60 fps | webGL | smooth, very good
  • cw12 | 59-60 fps | webGL | smooth, very good

From my tests it looks like lower cw versions behave better in canvas 2d mode. GSmart G1 is the most powerful from all 3 devices, but I think it's blacklisted by Google and forced to use canvas 2d and there cw7 somehow performs little bit better than newer versions (not much tbh, but it was noticable).
On Samsung i9300, that's where webGL kicks in and the new cw versions shine.

My result is:
Low end or blacklisted device with canvas 2d = cw7 >= cw10 > cw11 & cw12
Device which uses webGL = use newest crosswalk version


Any chance I can get a link to your app or APK?
Intel Corporation
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Post » Thu Mar 26, 2015 9:30 pm

First, @imaffett thank you for your help!

Like others we had to upgrade from 7/8 to 10 due to the OpenSSL alert in GooglePlay and noticed an evident drop in the framerate. In addition, CSS animations became very leggy (on Android chrome 40 framrate is significantly better and CSS animations run smoothly).

One of the thing we had to do is to disable GPU rastarization as otherwise we got incorrect pixel rendering issue on some devices. We opened an issue on that (XWALK-3614) but so far it remains unresolved. Is it possible that GPU rastarization is related to the performance degradation from CW10 (at least for the CSS animations)? Strangely, we didn't see anyone else that complains on this issue, though we've reproduce this issue (on the specified devices) for other applications.

We are really looking forward for a fix for the performance issue introduced in CW10. I believe this issue is critical not only for us... :-)
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Post » Thu Mar 26, 2015 11:37 pm

@imaffett

I've made a game just for testing, it's a modified C2 templete originally made by Tom. I hope for more people to join and get better measurements so if you want to help with testing, here's how (for all who have already downloaded crosswalk shell, you can skip to the game's link in the list item #3):

  1. Download crosswalk shells and install on your device
  2. After you run one of the shells, insert the link below into the text box
  3. Test game link - http://ow.ly/KQkro
  4. The game will run for 20 seconds, after that it will show the renderer used and minimal/maximal/average fps
  5. Post your results here. Done, thank you :)

Optional:
If the game runs in canvas 2d, you can try and download cw shells with webGL mode forced on and compare the results. In my experience it's not worth it, there's always been fps drop off when using it.

Source:
Test game capx.
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Post » Thu Mar 26, 2015 11:54 pm

@Noga
Time is jumping between 20 and 19, it'll never end
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Post » Thu Mar 26, 2015 11:55 pm

Score is how I see lagging while playing it, lower is better.

Samsung Galaxy Tab 3 SM-T110 - Android 4.4.2
cw07 | canvas 2d | min 40 fps | max 46 fps | avg 42 fps | score 1 | good
cw10 | canvas 2d | min 30 fps | max 42 fps | avg 36 fps | score 2 | lags, jumps
cw11 | canvas 2d | min 29 fps | max 34 fps | avg 31 fps | score 3 | lags, jumps
cw12 | canvas 2d | min 24 fps | max 28 fps| avg 25 fps | score 4 | lags, jumps

blacklist OFF
cw10 | web GL | min 31 fps | max 40 fps | avg 35 fps | score 3 | lags, jumps
cw11 | web GL | min 32 fps | max 35 fps | avg 33 fps | score 2 | lags, jumps
cw12 | web GL | min 31 fps | max 37 fps | avg 34 fps | score 1 | lags, jumps


GIGABYTE GSmart Guru G1 - Android 4.2.1
cw07 | canvas 2d | min 38 fps | max 41 fps | avg 39 fps | score 3 | lags, jumps
cw10 | canvas 2d | min 44 fps | max 46 fps | avg 45 fps | score 2 | ok, little lags&jumps
cw11 | canvas 2d | min 44 fps | max 46 fps | avg 44 fps | score 1 | good, little lags&jumps
cw12 | canvas 2d | min 29 fps | max 32 fps | avg 30 fps | score 4 | lags, jumps

blacklist OFF
cw10 | web GL | min 34 fps | max 37 fps | avg 35 fps | score 0 | unplayable
cw11 | web GL | min 34 fps | max 38 fps | avg 35 fps | score 0 | unplayable
cw12 | web GL | min 36 fps | max 39 fps | avg 37 fps | score 0 | unplayable


Samsung i9300 Galaxy S III - Android 4.3
On this device for the first time the cw7 lost to newer cw versions, but only by couple fps. Interesting is, that when using cw7, the mode switched to canavas 2d. In cw10+ it was webGL.
Results are:
cw7 = avg fps 57
cw10+ = avg fps 59
all versions - smooth, very good


Samsung Galaxy Tab Pro 8.4 SM-T320 - Android 4.4
All versions in webGL mode and average fps 60. Again, only cw7 losing couple fps, but this time in webGL mode.
all versions - smooth, very good
Last edited by Noga on Fri Mar 27, 2015 10:03 am, edited 2 times in total.
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Post » Thu Mar 26, 2015 11:56 pm

Egyptoon wrote:Time is jumping between 20 and 19, it'll never end


Ok, I'll check it out
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