Fancy Benchmark

Discussion and feedback on Construct 2

Post » Mon Mar 02, 2015 10:50 pm

Hello all,

Here is a Fancy Benchmark I put together in a day or so. I wanted to test the recent improvements in jerkiness on both C2 and on the browsers. It's a bit heavy with many sprites.

Try it out here: http://www.eli0s.com/Tests/ForestScroller/
Hold the mouse button to move the Ship (or use a touch device) .

On my desktop I get constant 60 fps/ 0.016 dt most of the time (using Chrome). Sometimes there are some strange fps/dt irregularities for no obvious reasons. I tried this on a Samsung S2 and it's too heavy, I get ~15 fps.

EDIT- For anyone interested, here is the capx file !!!the code is a mighty mess!!! You'll need R0J0's Canvas Plugin & Sombody's Drop Shadow webGL shader in order to open the capx.
Last edited by eli0s on Tue Mar 03, 2015 9:51 pm, edited 2 times in total.
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Post » Mon Mar 02, 2015 10:56 pm

Nice job on the parallax forest!

I have constant 60 fps no stutter on Chrome. ~18% cpu usage.

i5-3570K
Radeon 7950
Last edited by Silverforce on Tue Mar 03, 2015 10:43 pm, edited 1 time in total.
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Post » Tue Mar 03, 2015 12:52 am

@eli0s

Wow, those trees are awesome...great job! :)

3570k, HD4000 (iGPU)

I get about 30% cpu, and about 40fps fullscreen at 1080p. 60fps if I shrink the window about a third.
Don't lose your work. Backup your game with Dropbox.
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Post » Tue Mar 03, 2015 3:37 pm

16 fps on a iphone 6 latest Safari :(

I think this is a good benchmark. I would expect current hardware (and not so current too) to fly through it!!!
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Post » Tue Mar 03, 2015 4:37 pm

about 4 to 9 fps on my galaxy tab 3 on chrome, not a big worry though as it is a benchmark after all.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Tue Mar 03, 2015 4:48 pm

@Silverforce ,
@TiAm ,

Thanks guys! I think the most crucial aspect is not having dt fluctuations. When I was making the capx, I was previewing on a second monitor (this has been mentioned to cause problems) and for no apparent reasons I was experiencing recurring dt fluctuations that caused massive fps drops. From 60 to 30 and so on. However, other than minor spikes here and there, now everything seems to run smoothly on my machine. Perhaps a restart was needed in my case.

@Gianmichele ,
@Aphrodite ,

I guess this kind of visual approach is out of the question for mobile devices then. I wonder if a full 3d implementation with Q3D will prove to be more sufficient. I've bought it but I haven't had the courage to dive into it yet, it looks too complicated to me and not having a proper manual and workflow tutorials is not helping at all.

Anyway, thanks for posting!
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Post » Tue Mar 03, 2015 7:10 pm

Nice demo! Very cool parallax effect. It's rock solid 60 FPS on Chrome Canary here. Did you export with the latest r198 btw? We made some renderer scheduling improvements.

It can manage about 30 FPS on a Nexus 9 here as well. I'm not sure if there's something heavy going on to slow it down on mobile? Maybe some large WebGL shader? Or it might just be the fillrate on those trees...
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Post » Tue Mar 03, 2015 7:31 pm

Superb trees, Eli0s. How many layers did You use on them?
On the latest chrome canary the benchmark was jerky, then I downsized the window achieving full smoothness, after that I scaled it up for the full window and... it sustained it smoothness.
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Post » Tue Mar 03, 2015 8:21 pm

@rozpustelnik , thank you! There are 7 layers for the trees and 4 layers for the clouds. For some reason, full-screen in browser improves performance and stability, this has been mentioned on other topics.
The whole effect is made with layer scaling (I've seen the method here) which looks like the best way to put together objects that should look like they are on the same place but on a different z-depth. I'm not sure about efficiency though. Is offseting layers by scaling more, less or equally efficient as parallaxing them with the parallax settings...?

Perhaps Ashley can tell us about this.

@Ashley , thank you! Yes, the export is done with r198, exactly for testing the rendering improvements! Scheduling the rendering calculations at the beginning of the tick rather than at the end (to put it in layman terms, as I understand it) seems to make a difference! I'm posting the capx for you and anyone interested to have a closer look, please mind that my code couldn't be messier and it might have deficiencies. Also, the Canvas Plugin is needed (I am using it to render the graph).

Forest.capx (C2 version 198 or higher & R0J0's Canvas plugin & Somebody's Drop Shadow webGL Shader are needed!!!)
Last edited by eli0s on Tue Mar 03, 2015 9:40 pm, edited 1 time in total.
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Post » Tue Mar 03, 2015 8:50 pm

Was 25-30 fps on my desktop, and 5 on my Ipad3.
Removed Canvas, Ipad went up to 10, desktop remained about the same.
I should say I didn't have Somebody's shaders installed.
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