Ejecta memory management testing

Discussion and feedback on Construct 2

Post » Sun May 18, 2014 5:22 pm

At my end it's not working well.
It loads only what it uses, but without cleaning the memory at a change of layout (in Webgl)
Maybe i'm missing something.
I hope it will work and I'm happy you've change your point of view about it Ashley. (by the way I can send you my caps to be sure i'm not missing something).
Last edited by goldentreee on Mon Jun 02, 2014 3:58 pm, edited 1 time in total.
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Post » Mon May 19, 2014 2:04 am

matrixreal wrote:mmm ok
i just tru to optimise my game by reducing at maximum all collisions and polygone colisions
i get results ... gameplay is fast but just first 5 secondes
that mean when i lunch it on iphone 4 and go playng game, it run normal but after 5 , 6 seconds game go slower
on iphone 4s no problem all seem to be good
any idea about that mr.silver or mr.ashley ?


iPhone 4 is just shit, the hardware is pathetic and weaker than my my android phone from 2010 for handling java.

4S is better, heaps better.
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Post » Mon Jun 02, 2014 4:05 pm

@Ashley : just to know, to know where i'm going with Construct, are you still working on it or do you consider it done ? (cause it's not working at my end)
Thank you in advance for your answer.
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Post » Mon Jun 02, 2014 4:11 pm

Memory management got merged in to the main Ejecta project, so try it from there instead of my fork. It should be working already.
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Post » Mon Jun 16, 2014 1:55 pm

I have a major problem with my big app crashing on iOS. After many tests I'm afraid that I have to blame it on memory management. My thread on the issue contains detailed memory snapshots that clearly show the problem.

https://www.scirra.com/forum/the-big-game-challenge-ejecta-memory-management-on-ios_t107188
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Post » Fri Jun 20, 2014 12:29 pm

Note that Dominic (the lead dev of Ejecta) identified and fixed a problem that caused WebGL mode in Ejecta to fail to release most textures. If you had problems with memory management in Ejecta before reading this post, try re-downloading the code and testing again: https://github.com/phoboslab/Ejecta
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Post » Fri Jun 20, 2014 7:06 pm

Ashley wrote:Note that Dominic (the lead dev of Ejecta) identified and fixed a problem that caused WebGL mode in Ejecta to fail to release most textures. If you had problems with memory management in Ejecta before reading this post, try re-downloading the code and testing again: https://github.com/phoboslab/Ejecta


After some testing I can confirm that the fix in Ejecta does the trick and memory offload is happening when changing templates. I monitired also some occasional drop in memory usage while using a layout (playing a game).

This is one of the memory tests I run.
https://dl.dropboxusercontent.com/u/8918895/Screenshot%202014-06-20%2014.38.26.png
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Post » Wed Apr 15, 2015 5:33 am

hi all,
it seem that is exactly the same if we switch on or off webgl
on simulator and on device connected xcode gives same results with both 2 options

as we can see on the 2 pictures :
1- all images are loaded on start of the game
2 - there is no difference on cpu usage or memory usage

Image

Image

and i used the lastest repo from https://github.com/phoboslab/Ejecta
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Post » Wed Apr 15, 2015 10:08 am

@matrixreal - Ejecta support has been deprecated and is no longer being maintained. We recommend you move to Cordova. See: https://www.scirra.com/blog/154/evolving-construct-2s-export-options
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