Frame rate problems :(

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Post » Sun Apr 24, 2016 12:21 pm

I just upgraded to r227 after years of using a hideously prehistoric version (like 130 or something). Don't ask me why it took so long to upgrade, I was sort of afraid it would break my game. Anyway, I was having issues where the game would run 60fps windowed and like 25-30fps fullscreen, no matter what I did, and I found a lot of old forum posts where people were complaining about this, although I don't know that anybody ever got a solution for it.

So today I upgraded to r227 in the hope of availing myself of some of the new rendering options etc to try and improve matters and it's made the situation MUCH worse. My game runs like absolute crap now! Even in windowed it sometimes doesn't hit 25fps, and worse, everything seems to be moving in slow-motion - whereas before the game would just drop frames and act all jerky, now it seems like it wants to do every single frame, no matter how slowly. My platformer looks like it's set on the moon now! It's virtually unplayable :(

I swear, these framerate problems have been the bane of my existence for years and it's really stressing me out. I'm not developing for mobile, it's just a desktop game with pixel art - it shouldn't be hard to run this on a modern computer! Help :(

EDIT: I get about 25fps in Chrome, 11fps in Firefox, 20fps in IE, and 25 in NW.js (my target browser) if I'm lucky :(
Last edited by mikehive on Sun Apr 24, 2016 12:36 pm, edited 1 time in total.
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Post » Sun Apr 24, 2016 12:35 pm

Run it in debug mode, go into Profile view, look at your event CPU usage and work from there.

It is not normal for a PC game from C2 to run that slow, period. Even on old CPUs.
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Post » Sun Apr 24, 2016 12:37 pm

I'm monitoring the CPU load as well as FPS and it never seems to go over about 18%. But I will try the debug mode.
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Post » Sun Apr 24, 2016 12:44 pm

Bizarrely enough running it in Debug - profile is the only time it runs smoothly! It seems to hover around 59fps and the CPU load hovers around 30%. The biggest percentage of CPU usage is draw calls at around 16%. If I switch to the Inspect tab the fps immediately tanks to about 5fps and the CPU usage goes nuts (like 120%)

EDIT: Also just tested exporting the game to nw.js and then closing everything else on the computer and running the game in isolation. Still getting ~25fps and treacle motion :(
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Post » Sun Apr 24, 2016 1:32 pm

Look at this: http://s31.postimg.org/lqthi5dzu/badfps.jpg

19FPS, 6% CPU load. I've tried both WebGL and Canvas2D as renderer (for some reason on my old version of C2 canvas2D actually gave waaay better performance than webgl). There's no webgl effects in use (all the glow effects are done with plain Additive blend mode). There should be NO REASON for C2 to run my game this badly. It's not even set to full HD, it runs at 720p at the moment.

This kind of thing just makes me want to give up on Construct and not waste any more years of my life :(
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Post » Sun Apr 24, 2016 1:59 pm

Sorry for chainposting, but my tests continue! All of the results mentioned hitherto were from the laptop on which I'm building the game (just has Intel HD graphics but no proper graphics card). I just loaded it onto my big gaming computer running a Geforce GTX960 and it runs smoooooth, constant 60fps at all times. SO, it would appear that something about upgrading from r130whatever to r227 has meant that my laptop now no longer meets the minimum system requirements for running my own game...?

Ideally I'd like my game to run on as many computers as possible, especially since it's a not-especially-fancy pixel art affair - requiring people to have a relatively decent graphics card seems like it ought to be unnecessary. I wonder if there is any information on the minimum specs required to run C2 games?
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Post » Sun Apr 24, 2016 2:21 pm

Some Intel GPU has major issues with WebGL shaders so if your game uses those effects, performance will be neutered.

I had this issue with my HD4000 GPU so I had to avoid using those shaders.
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Post » Sun Apr 24, 2016 2:22 pm

It doesn't, though. That's the stupid thing. I specifically designed the game to use no webgl effects and the fps is equally rubbish whether I use webgl or canvas2d as the renderer :(
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Post » Sun Apr 24, 2016 2:43 pm

Well, HTML5 still hasn't become magically great performing on lowest end Intel graphics (the upper end of the Intel IRIS line performs significantly better). I'm afraid if the widest possible deployment base is your No.1 priority, I would consider other options, too.

We are at long last at a point where the situation on desktop has become bearable for mid-range GPUs and OKish for high-end. But that's it. It won't get better for the lowest end. So old laptops will always be a sore spot.
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Post » Sun Apr 24, 2016 2:48 pm

I understand that my laptop is rubbish for gaming since it has basically no graphics card, and I completely get that the game might be expected to not run very well on it, but why did the game run hugely better on ~r130 than it does on r227? Same game, same hardware, except now it runs at 25fps. :(
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