I need your help to figure out Airscape's performance issues

Discussion and feedback on Construct 2

Post » Wed Mar 04, 2015 6:20 am

@TiAm That demo doesn't seem to work for me. It tells me that it's running at 60fps when it's actually running at like 2fps. Also, again, it's hard to say if it's GPU or CPU bottlenecked.
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Post » Wed Mar 04, 2015 6:44 am

sqiddster wrote:@TiAm That demo doesn't seem to work for me. It tells me that it's running at 60fps when it's actually running at like 2fps. Also, again, it's hard to say if it's GPU or CPU bottlenecked.


This? I got 60 fps (really smooth) with 60,000 fishies.

http://people.mozilla.org/~jmuizelaar/f ... -fast.html

Fish.jpg
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Post » Wed Mar 04, 2015 8:04 am

Just got GPU-z.

In renderperftest at 3000 objects, GPU load is at 100%, CPU load at 10%.

In that fish test, with just 20 fish, GPU load is at 70% (?!?!?!) while CPU is at 10%.

GPU usage goes up to 100% at 1000 fish, still minimal CPU usage.

So not looking too good for this being a C2 issue... Unless those developers are missing some optimizations/workarounds that Scirra is also missing.

The fact that I could render 150,000 cubes though... I mean, how can 3D be optimized so much that it's like 500 times faster than 2D?
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Post » Wed Mar 04, 2015 8:32 am

It's not a C2 issue, its clearly an Intel iGPU problem with WebGL.
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Post » Thu Mar 05, 2015 12:01 pm

As mentioned earlier in the thread, the rendering problem seems related to the number of pixel draws rather than just the number of object draw calls - thousands of small objects might demand less of the gpu than hundreds of large objects, etc, so I would be interested in a bunnies test that uses a 512 image side...

I was thinking that this could be an artefact of the back to front renderer - thousands of pixels being drawn only to be subsequently drawn over many times per frame. I don't know if there are smarter ways to draw layers of objects in 2d using techniques like culling or even pasting areas that are static onto a canvas object to negate some of the re-draw load. I can't think of an easy way to implement such a thing, it might take a lot of work for negligible savings on multiple parallax layers and it won't work for animations. Just thinking aloud....
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Post » Thu Mar 05, 2015 10:46 pm

@Colludium Yes, it's definitely one of the major issues of a back-to-front renderer. However let's keep the perspective that performance is sometimes waaaaaay below where it should be for a specific GPU (Intel igpu's being the main culprit here). I've contacted Intel about it so hopefully we can come up with a solution, or at least a direction to go, from that end.
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Post » Thu Mar 05, 2015 11:16 pm

Fingers crossed, @squiddster....
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Post » Fri Mar 06, 2015 2:21 am

Check this out..... Good news, I hope!!!!
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Post » Fri Mar 06, 2015 4:03 am

@Colludium Hey, that's pretty cool! I don't get why Chrome would still be super janky while NW is good, but I'll take it :S Thanks a lot for testing btw!

I was getting a black screen exporting with the 12.0 alpha builds. Hopefully they fixed that issue :/
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Post » Fri Mar 06, 2015 11:11 am

Running the demo link in a v12 blank nw.js browser was very good on my system. Some others have had mixed results with their games on it though...
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