Fancy Benchmark

Discussion and feedback on Construct 2

Post » Tue Mar 03, 2015 9:41 pm

great overhead perspective tree work!

I got about 47-52fps on my desktop running Chrome. Felt a little jerky.

It ran a lot better on Canary and I got about 58-60fps pretty steadily and it looked smoother.

On my iPhone 5 (iOS8) Safari it got about 7fps and stuttered and jerks the whole time.. it runs very slow, not very playable. :(
B
100
S
33
G
16
Posts: 1,204
Reputation: 16,865

Post » Tue Mar 03, 2015 9:47 pm

@newt , you are right, I forgot about Somebody's the Drop Shadow shader, thanks for pointing this out! I've added the links for the Canvas Plugin and the Drop Shadow shader on my post above, next to the capx's link.

@jobel , thanks! It's Interesting that Canary manages that much of performance gain over regular Chrome, that means that there is still room for improvement in HTML5 performance.
composer - multimedia artist
www.eli0s.com/en/
B
69
S
27
G
6
Posts: 1,146
Reputation: 10,379

Post » Wed Mar 04, 2015 2:40 am

This is awesome eli0s.

Steady 60 fps on desktop, cpu at about 30.
ImageImage
B
130
S
23
G
7
Posts: 1,078
Reputation: 13,280

Post » Wed Mar 04, 2015 5:40 am

Hohoho, a practical use of the Drop Shadow shader, neat™

Awesome job on the parallax, gave me some ideas. Are you making a game like this or was this all just for the test? Either way, awesome job. Perhaps I should make my little test thing into a benchmark as well, but with a different focus on object count.

I get 40+ fps in Chrome windowed and steady 50 fps full-screen. It feels quite smooth on this old little workhorse:
GeForce 9800M GTS
Intel Core2 Duo CPU P8400 @2.26Ghz
4.00 GB RAM

Edit: Sony Xperia Z ultra gets ~11fps in portrait and smooth ~28fps in landscape - which, I guess, is a very good indicator that fillrate affects the fps in this case.
B
19
S
6
G
7
Posts: 1,101
Reputation: 6,146

Post » Wed Mar 04, 2015 7:15 am

@GenkiGenga , thank you!

@Somebody , hehe it's neat indeed! I hope I'm free to use the trademarked word :)

I'm not making anything, I just wanted to try to push the parallax-3d illusion a bit and see what performance I can get. I have yet to experiment with Q3D, I'm quite curious to see a comparison.

I would be very interested to see your little test thing, benchmark or not, I'm sure it will be an eye candy and an inspiration!

Somebody, at first I tried to use your Shift effect to make the Tilled Background scroll downwards, but while it looked ok on the editor, at run time it's producing a strange smearing result and in fact it scrolls on the opposite direction... The racetrackV however works the other way around: it looks funky on the editor but works fine at run-time. Am I missing something obvious here?

Here is a capx demonstrating the above:
You do not have the required permissions to view the files attached to this post.
composer - multimedia artist
www.eli0s.com/en/
B
69
S
27
G
6
Posts: 1,146
Reputation: 10,379

Post » Wed Mar 04, 2015 7:19 am

You need to use the Seamless effect for seamless results :)
B
19
S
6
G
7
Posts: 1,101
Reputation: 6,146

Post » Wed Mar 04, 2015 8:55 am

@Somebody , you are right of course... Thank you :)
composer - multimedia artist
www.eli0s.com/en/
B
69
S
27
G
6
Posts: 1,146
Reputation: 10,379

Post » Wed Mar 04, 2015 12:44 pm

This inspired me to make my own test. More of an object count test and much uglier :)

I use bullet behavior for the trees instead of parallax layer and the trees only have 4 parts. Layers are only used for layer effects (AdjustHSL). Was wondering how this would run on a weaker systems. Some small extra optimisation could still be done.

https://dl.dropboxusercontent.com/u/104893773/C2%20Testit/Shmup%20test/index.html

Also does anyone know if there is an easy way to switch between integrated GPU and dedicated card. I have Intel Core i5 3570K (Ivy Bridge) CPU and it has integrated Intel HD 4000 that would be nice for testing.

Edit: Changed it to use layer scale. Much nicer and easy effect. Also added one more cloud and tree layer.
Last edited by Katala on Wed Mar 04, 2015 1:09 pm, edited 1 time in total.
B
34
S
9
G
3
Posts: 517
Reputation: 5,246

Post » Wed Mar 04, 2015 12:56 pm

@Katala is the "reserve" your pooling? And if so: Isn't C2 supposed to handle that for you by now, instead of new()-ing around?
B
78
S
28
G
32
Posts: 482
Reputation: 19,790

Post » Wed Mar 04, 2015 1:19 pm

@Eisenhans Yes but, actually it seems that there is no much difference if at all. I just put that in without much of a thought.
B
34
S
9
G
3
Posts: 517
Reputation: 5,246

PreviousNext

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 8 guests