Framerate drops by 90% when using big text object

Bugs will be moved here once resolved.

Post » Wed Jun 25, 2014 3:12 am

Problem Description
I'm not entirely sure this is a problem with Construct or if it's CocoonJS who's at fault.
When I preview a project in the CocoonJS App on iOS, the size of the text object affects the performance of the game.
Basically, if I update a text object every tick based on an incrementing variable, and the text object is fairly small, I get 60 FPS on iPad 4. On the same device, if I make the text box bigger, the framerate drops to 4.

Only occurs in Canvas/WebGL mode (in CocoonJS I mean) on iOS. Doesn't occurs in webview mode. I haven't tried other devices since I only own an iPad 4.

I'm using CocoonJS v2.0.0.

Attach a Capx
Attached to this post.

Description of Capx
Increment a variable by 1 every tick, and display it in a text object.

Steps to Reproduce Bug
  • Launch the attached capx in Ludei's CocoonJS Laucher app on iOS, using Canvas/WebGL mode
  • Notice the framerate is 60 on iPad 4
  • In Construct, make the text object bigger. About 2-3 time wider and taller should be enough.
  • Launch in CocoonJS again
  • Notice the framerate is now between 4 and 6 on iPad 4.

Observed Result
Framerate is really low

Expected Result
Framerate should be consistant.

Affected Browsers
  • CocoonJS Launcher app on iOS in WebGL/Canvas mode. (The webview mode is not affected)
    (browsers on computer don't look like they are affected)

Operating System and Service Pack
Windows 7, latest version.

Construct 2 Version ID
r173, 64-bits
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Post » Wed Jun 25, 2014 3:11 pm

Closing as won't fix, this is basically the same issue as and the conclusion is the same. Although I'd add in this case you change the text contents every tick, forcing a GPU upload of a new texture every tick. If you have to change text every frame, prefer a sprite font.
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