INTEL XDK Crosswalk for Android FPS is low

Discussion and feedback on Construct 2

Post » Wed Jan 22, 2014 2:34 pm

The performance problem is also on my game.
I have a round where a roll ball follow my hero trying to smash him.
Using the game compiled with cocoonjs it is ok.
Using the game compiled with crosswalk the ball is very very slow and the hero can avoid it easly.
If crosswalk do not improve speed I cannot relase the game using it.
Other problem is the custom fonts. Using it under cocoonjs it works, under crosswalk not.

All others things are ok. But I cannot relase the game if I cannot fix this two issues...

I could also wait but these two issues must be solved... :(
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Post » Wed Jan 22, 2014 3:01 pm

@parside try messing aroud with the physics behaviours and see if there is any difference (this is what i am doing right now ) for some reference
https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence
https://www.scirra.com/manual/134/performance-tips
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Post » Wed Jan 22, 2014 8:03 pm

I've created APK's using cocoon and crosswalk.

The cocoon apk runs just like using their CocoonJS Launcher app, great speed but audio is borked and particles are not using the images just a blue emitter.

The crosswalk apk runs very choppy but has good particles. The audio issues are about the same, music changes volume as it loops and sounds may or may not play when they should. In the XDK App Preview app performance was even worse and I couldn't use it at all.

I only use effects for transitions, and particles for some collisions in my platformer. For playability, cocoonJS is working far better for me as of today. I'm running it on an HTC Evo 3d. TheBogueRat2014-01-22 20:04:01
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Post » Wed Jan 22, 2014 8:09 pm

@TheBogueRat
HELLO
for me i have no luck with cocoon apk it does not work when i lunch the apk its stuck at the ludei logo and flicker .
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Post » Wed Jan 22, 2014 8:43 pm

@tnindie
I just ran your test.capx through the CocoonJS Launcher app. I noticed that if I wait about 8 seconds before I run through the jumps the framerate shoots up to 55-60 and holds until I hit the wall, just an observation.

When using cocoon exporter I believe you need to add the CocoonJS object to your project, that may be why you were getting the black screen.

I haven't played with physics too much because the performance wasn't where I would like. That's likely the cause of your framerate issues. I'm sorry that I can't offer any good assistance with that.
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Post » Thu Jan 23, 2014 7:27 am

[QUOTE=tnindie] @parside try messing aroud with the physics behaviours and see if there is any difference (this is what i am doing right now ) for some reference
https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence
https://www.scirra.com/manual/134/performance-tips[/QUOTE]

Thanks for the tips
I will work on them...

I asked Robert (Intel) for the web fonts. It is not a real problem.
The only issue to solve was about the rolling speed of the ball in level 11 of my game.
If I reach to solve it, I will release the game under crosswalk.

However, thanks to all the people helping me in these days to end and release my game...

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Post » Thu Jan 23, 2014 1:20 pm

@TheBogueRat thanks for the tips now cocoon js apk work tnindie2014-01-23 13:20:55
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Post » Thu Sep 01, 2016 9:03 am

Hi
I got a problem with performace (low fps). I build real time multiplayer game.

I have difficulty, because even after optimization FPS is between 20 and 40 on the mobile device when is connect only Host. I also noticed that it is jumping FPS for SCIRRA signaling server (my internet speed is perfect). Is this possible, and how to combat it?

After half a year of work I have reached the conclusion that the Construct 2 Cordova and Intel XDK with Croswalk, absolutely not suitable for real time multiplayer game for mobile devices.

If anyone can give advice, I would be very grateful, because I do not want to discard the half-year and project to the Trash.

P.S. I have applied all possible optimization techniques (tips from Intel and forums). It also tested the game deleting 90 percent of its functionality. The result little better, but FPS jumping from 30 to 45.
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Post » Thu Sep 01, 2016 11:58 am

@mcart What is your game, by the way?

Have you talked to @Ashley about it? He has been known to optimize code in situations like these before. :)

This may also provide a good chance to optimize the multiplayer engine as it is something I'm sure more users would like to take advantage of like yourself.. :))
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Post » Thu Sep 01, 2016 3:31 pm

This thread is from 2014, you probably want to start a new one, a lot has changed since then. Also the signalling server has no direct impact on the game FPS rate, so I'm a bit confused about what the actual problem is.
Scirra Founder
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