How do I @Aphrodite @ashley

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Post » Mon May 12, 2014 9:19 am

hi,
after publish my game on appstore
i see that i have poor performance on iphone 4
i try some optimisation tips posted here on forum but still same
on iphone 4 it run at fps 51/55 fps and goes slow
can i send you the project and you try to take look there ?
thanks in advance
i spent this week all time at home try optimizing algorithme but still same
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Post » Mon May 12, 2014 10:19 am

51 FPS is an excellent result for a device as old as the iPhone 4.
Scirra Founder
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Post » Mon May 12, 2014 11:01 am

yes but
i just give you an example
i use 3 layout
on first layout game run fast and normal
but on the second layout it begin to be slow on iphone 4
but in iphone 4s , all seem to be good
its true that the second is more complicated and there are a lot a object ...

i do pixel rounding to on , sampling to point , webgl off
i try to minise collision (by set collisions enabled when ennemy x is + player x +5 for example)
i use also your management ejecta ... (it help me a lot)
set animation from begining its for example ennemy is on screen
avoir maximum of transparent of object

but still have .... same problem
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Post » Mon May 12, 2014 11:39 am

I had a similar problem on Nexus 7.
First two levels would play at 18-30 fps or so, and then 3rd level was like 5 fps.

- Look for all the 'every ticks' or disguised everytick conditions and try to eliminate them.
- Dont move too many empty sprites around
- Optimize all the collision polygons
- May be avoid high dpi sprites (We were using 226 ppi exports)
- Elminate race conditions
- Avoid too many redraws or too many frames per animation.
Krish
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Post » Mon May 12, 2014 11:45 am

matrixreal wrote:yes but
but on the second layout it begin to be slow on iphone 4


As @ashley said 51 fps is quite good, but yes the question is how slow does it get eventually?
Can you give us a figure of that, and also how many more objects are in the 2nd level; nevertheless you can try the list of optimization I wrote in a post above this :)
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Post » Mon May 12, 2014 11:48 am

hi thanks a lot
how can i deguise every tick condition ? you can give an example ?
i also optimise collisions polygones and dont have a lot of animations per frame....
and final queston what is exactly high dpi sprites mean ?
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Post » Mon May 12, 2014 11:51 am

i have 91 object ... but i destroy all if anyone is outside layout (i know that not much affect performance but maybe avoid some memory and will help a little ... no ?)
i have about 2800 collisions per second :(
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Post » Mon May 12, 2014 11:55 am

I wonder, if you go directly to the second layout, does the performance is the same?
Since I think without WebGL the memory management of ejecta can only load textures when needed, but not release them.(even though I do not think it is the actual problem, still could explain that maybe)

Collisions can be avoided if some objects aren t on screen maybe, and also maybe the AI of your ennmies can be disabled for offscreen ennemies (depends totally on the game, I cannot say for sure it will be good for your game)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Mon May 12, 2014 12:26 pm

Aphrodite wrote:I wonder, if you go directly to the second layout, does the performance is the same?
Since I think without WebGL the memory management of ejecta can only load textures when needed, but not release them.(even though I do not think it is the actual problem, still could explain that maybe)

Collisions can be avoided if some objects aren t on screen maybe, and also maybe the AI of your ennmies can be disabled for offscreen ennemies (depends totally on the game, I cannot say for sure it will be good for your game)


ok

but

-yes but with webgl on i seem to crash when you go home and return game ...
and webgl is wreaker (performance killer) for iphone 4 no ?


- i think its not necessary to disabled collisions if object is not on screen (because you can test it by your self , if object are not on screen collisions is not checked ... and you learn this to me in another post forum you remember ??? :)

-i will try to go directly to this layout and tell you
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Post » Mon May 12, 2014 12:39 pm

i just try it ... go directly to this layout and seem to be same ... (maybe little better ... but same)
and the only way that i found to reduce collisions check is to compare for example compare x of ennemy and if tis equal or less than the object . X + 10 set collisions to enable (with setting ennemy collisions to desable on start of layout ) ... what do you think ?
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