Ejecta Iphone WebGL / CacoonJS memory limit

Discussion and feedback on Construct 2

Post » Fri Jul 04, 2014 4:51 pm

I understand your points. I respect that they are valid. But it would still not explain how a Mac with 4gb ram cant run it.
Also i did go through an extensive sprite exercise and not a single one is is above 512px

The only optimization i can do is change my sprites from spites to tileable backgrounds. But only for detailing ones like grass.

I have another suspicion that i will investigate regarding animations with a high frame count.
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Post » Sat Jul 05, 2014 12:59 am

Ldk wrote:I understand your points. I respect that they are valid. But it would still not explain how a Mac with 4gb ram cant run it.
Also i did go through an extensive sprite exercise and not a single one is is above 512px

The only optimization i can do is change my sprites from spites to tileable backgrounds. But only for detailing ones like grass.

I have another suspicion that i will investigate regarding animations with a high frame count.


Mac with what graphics? If its intel HD4000 etc, it will struggle on some WebGL shaders and as I've said you need to test anytime you add a feature to see if it adversely affect performance.

You've made the same mistake I did first time around, pile everything on, works great on PC, runs awesome, pile more on... finished game! WOW, crap.. it doesn't run on mobiles or weak graphics PC/MAC. Ouch! Removed all the webgl shaders, fixed all the sprites to optimize memory use and suddenly its 60 fps smooth on everything.
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Post » Sat Jul 05, 2014 1:20 am

I know. Sad part is im no longer using any webgl effects on layers.
Time will tell.
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Post » Sat Jul 05, 2014 1:25 am

Ldk wrote:I know. Sad part is im no longer using any webgl effects on layers.
Time will tell.


Stop stalling and give us the .capx already :lol:

Seriously. You had me at performance issue. It may sound weird, but I love figuring out reasons for performance issues.
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Post » Sun Jul 06, 2014 3:09 pm

Ok so i found where the performance suffered that caused all the lag.
Basicly it comes down to this.

Image
Basically the sprites fill up too much of the screen with wasted pixels that are still being rendered.

IOS especially is well optimized for opaque pixels, but when it comes to masked of translucent pixels it doesn't do too well.
The blue area indicates the benefit of using polygons for sprites.

It will save a crap load of overdraw
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