Ejecta memory management testing

Discussion and feedback on Construct 2

Post » Tue Apr 22, 2014 10:37 am

Only canavs2d mode accumulates, WebGL mode should release memory correctly. However I think in WebGL mode it's tied to the garbage collector so it may not be released immediately.

@sylva1n - it would be very strange if it used more memory than it used to, because at worst it will have the same things in memory as it used to, and at best much less. Are you sure you made a fair comparison?
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Post » Wed Apr 23, 2014 10:00 am

Memory Management looks good on my app, left the layout and freed 30Mb.

Memory Mgmt.png


However I have an issue with the landscape orientation, when running through ejecta it always displays as portrait? Anyone else experiencing this?

-- Details --
In Construct 2; Orientations = Landscape
Setting xcode device orientation to "landscape left" or "landscape right" only, throws the exception:
"*** Terminating app due to uncaught exception 'UIApplicationInvalidInterfaceOrientation', reason: 'Supported orientations has no common orientation with the application, and shouldAutorotate is returning YES'"

As a temporary fix changing the code to the below which works:
- (NSUInteger)supportedInterfaceOrientations {
// Allow Landscape Left and Right
return UIInterfaceOrientationMaskLandscape;
}
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Post » Thu Apr 24, 2014 1:39 pm

Message: Gianmichele can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
New Ejecta version is out:

http://impactjs.com/blog/2014/04/ejecta-1-5
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Post » Thu Apr 24, 2014 2:00 pm

Note Ejecta 1.5 does not include our memory management patch; hopefully it will make the next version.
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Post » Thu Apr 24, 2014 2:15 pm

It's nice to know they are updating it!
Ashley, will you update your forked version to the 1.5 as well?
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Post » Thu Apr 24, 2014 2:22 pm

I think my fork already had all the 1.5 changes in it.
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Post » Sun Apr 27, 2014 12:20 pm

@Ashley: Yes, I'm sure I made a fair comparison. Please have a look at this 2 screenshots :
The first one with Ejecta 1.5 without memory management:
Image
The second one with memory management:
Image
Memory reaches 200 Mb at each layout change and my app often receives a memory warning.
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Post » Mon Apr 28, 2014 4:08 am

You cannot run with WebGL on iOS, performance is neutered (half the performance in my tests and other peoples results) because Apple in their blindness refuses to adopt standards.

The point is, if memory management only functions with WebGL active and not with canvas2d, its rather pointless for iOS apps.

Android = always use WebGL
iOS = canvas2d only

It's messed up.
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Post » Mon Apr 28, 2014 7:03 am

to me 1.5 looks way better... more consitency and no wild spikes... no?
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Post » Mon Apr 28, 2014 11:25 am

@sylva1n - those spikes are temporary, what's the usage on the flat parts of the graph? Spikes might come up as it's relying on a garbage-collection scheme for freeing memory, which it won't do until memory usage increases.

@Silverforce - WebGL mode did not run slower in my own tests, and is still faster than the Safari browser. Are you sure the performance difference does not come from using WebGL shaders? Do you have any examples that demonstrate the performance difference?
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