All right... Time for a New Development!
For those who don't want to read back through the topic, the current problem is that the game, and even C2 benchmarks, perform really really badly (around 3000 objects max) on Intel integrated Graphics machines. You can test that here
. Interestingly, webGL in this instance seems to perform as bad as, or worse, than canvas2D (You can test the same benchmark without webGL here
Most forum members seemed to think that because the problem happens only on intel iGPU's, the issue must be on Intel's side, as opposed to a problem in C2. The pixi.js BunnyMark test was brought up but since it was quite different from the C2 test it wasn't really seen as a good GPU benchmark, and there wasn't much we could do there.
Today I got fed up with waiting on Intel for a solution, so I thought I'd have another crack at seeing if it is indeed a C2 problem. I downloaded pixi.js
, another webGL engine and decided to remake the C2 performance test exactly.here is the result.
On my machine, the pixi.js test managed 45,000
objects before dipping below 60fps. That equates to a rendering performance over 10 times greater than Construct 2's
While it's true that pixi.js objects have a lower overhead than C2 objects, and the same can be said about the engine itself, neither of these should come into effect when pure rendering performance is being tested
As far as I can see, the only reasonable explanation here is that something is wrong with C2's webGL implementation
, but for some reason or another it's only evident on intel iGPU's.
@Ashley could you look into this?
Everyone else: Any thoughts?