How do I SOLVE the TERRIBLE LAG under Intel XDK??

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Post » Thu Nov 05, 2015 11:48 am

this is a screenshot of my app
http://s13.postimg.org/d8qpcapqd/debug001.jpg

can someone help?

the platform objects are created by spawning, outside the layout all the objects are destroyed.
why i have 42 objects??
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Post » Thu Nov 05, 2015 12:24 pm

imothep85 wrote:this is a screenshot of my app
http://s13.postimg.org/d8qpcapqd/debug001.jpg

can someone help?

the platform objects are created by spawning, outside the layout all the objects are destroyed.
why i have 42 objects??


if you look in the left bottom part during debug, you can see exactly how many of which object are present..

right now it says:

bonus(4)
destroyer(1)
flagwin(1)
ground(4)
ground2(7)
ground3(1)

the rest isn't on your screenshot, but this makes 18 objects so far..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Thu Nov 05, 2015 12:45 pm

The only "special" events i have on my level is this http://s28.postimg.org/91plghxxp/debug002.jpg
my spawning objects are 3 fro the top moving platforms an 1 for the bottom platform

it is something wrong???? :mrgreen:
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Post » Thu Nov 05, 2015 1:05 pm

Is the performance the same in the Chrome browser on the device?

What does it say if you browse to chrome://gpu in the Chrome browser on the device?

GPU blacklisting is common, especially on old Android devices like the kind that would still be running Jelly Bean. It's an Android ecosystem problem.
Scirra Founder
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Post » Thu Nov 05, 2015 1:08 pm

Try go to Build Setting -> change Cordova CLI version from 5.1.1 to 4.1.2

I tried that before, the performance is 2x faster than the default setting. But still not as fast and smooth as Cocoonjs.
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Post » Thu Nov 05, 2015 1:09 pm

no under the differents browser on my PC windows 7, is really fluid i have no problem at all, my problem come when i export witth cordova, and after inside intel xdk i compile to crosswal android.

my game has just 1 level with 1 sprite, and just moving platform, how this is possible?
i mean when you look at some games 1gb in size hundred of ennemies the game stay very very fluid, no lag at all,

in my little game 800x480px with 1 sprite and moving platforms its terrible sloow.
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Post » Thu Nov 05, 2015 2:17 pm

i tested right now a game under my android with dozens of ennemies (shoot em up) and its very very fluid, MY construct 2 game, 1 sprite, moving platforms LAG like a turtle!!!
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Post » Thu Nov 05, 2015 2:29 pm

I once tested a Ferrari and it went way faster than my bicycle..
Not fair!!

By the way, Ashley asked a question you forgot to answer:

"Is the performance the same in the Chrome browser on the device?
What does it say if you browse to chrome://gpu in the Chrome browser on the device?"

You did answer what the program did on your windows pc, but not on the device..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Thu Nov 05, 2015 2:49 pm

i have under PROBLEMS DETECTED:

Blacklist GPU raster/canvas on all exept known good GPUs and newer Android release: 362779,424970 Blacklist GPU: Disabled feature: gpu_rasterization, accelerated_2d_canvas

Graphics feature status: Canvas: software only, hardware acceleration unavailable
WebGl: disabled
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Post » Thu Nov 05, 2015 3:23 pm

tested right now the game "STRIKERS 1945-2" its VERY fluid, event when the screen has a HUGE boss, explosions and lot of ennemies, but my game, no, it lags
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