Low FPS in C2 games is more crippling than it should be?

Discussion and feedback on Construct 2

Post » Sat Sep 27, 2014 9:46 pm

@sqiddster
Tested it, it's a bit jittery at beginning, but then it was fine. Btw, the game crash if it falls >layout height, I wondered why is that. :?

Win8.1 64
Ci7 4510u, ATI R7 M265, 8Gb ram
Last edited by DuckfaceNinja on Sat Sep 27, 2014 9:48 pm, edited 1 time in total.
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Post » Sat Sep 27, 2014 9:47 pm

@sqiddster,

Tried your example... no lag, ran smoothly.
I think it depends on users hardware.
Got a custom built machine. So no issues at all.
You think you can do these things, but you can't, Nemo!
Just keep reading.
Just keep learning.
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Post » Sat Sep 27, 2014 9:53 pm

Yes. On "GPU lag" enabled and fps=30 there's like 1-2s delay on the input. While on "CPU lag" is nice and smooth at 30fps.

Using: Win 8.1 x64, i7-3770K, 32GB Ram, Geforce 780
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Post » Sat Sep 27, 2014 10:18 pm

Those who tested with no results - you have to wait a few seconds for the lag to kick in. Change the loop iterations if it doesn't kick in fast enough.
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Post » Sat Sep 27, 2014 11:23 pm

GPU Enabled.
Chrome - Super Laggy and Jittery
Node Webkit - Bad button lag, but seems to run ok.
Firefox - Really bad at start, if you wait a few seconds it seems to run fine.
IE11 - Bad button lag but seems to run ok.
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Post » Sun Sep 28, 2014 1:06 am

@sqiddster - Might this be something I could use to discern my Tilemap/lag issue that we talked about the other day?
You all are talking about some serious "under the hood" stuff that I don't fully understand...so...just wondering what I can look for... LOL I dunno what I'm talking about.

Laptop
Acer Aspire 5349
Intel Celeron CPU B800 @ 1.5GHz
Windows 7 Home Prem Service Pack 1
4 GB RAM

Google Chrome
Version 37.0.2062.124 m

...in case that helps.
I'm seeking Narnia. Who wants to come with me! Aslan is on the move!
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Post » Sun Sep 28, 2014 4:25 am

I tried it, at first it wasn't noticable but I added a long platform across the whole layout to avoid the node webkit freezing problem, and I think there's maybe a delay of maybe 1-3 ticks between pressing jump and jumping with gpu lag on, and it's not there when it's off and cpu lag is on. It doesn't seem to happen every jump, though. I found it more noticable when moving and jumping than when just jumping. It's slight enough and happens intermittently enough that it's kind of hard to be sure it's a real effect sometimes. I can try two jumps in a row and the first convinces me it's a problem and the second makes me doubt my assessment of the first. I dunno, maybe it's just less pronounced on my computer.

I haven't noticed the problem in my games, possibly also because I've tried to make sure they all run at or close enough to 60 fps on my machine, and any time they dip below it's almost always because of cpu constraints.
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Post » Sun Sep 28, 2014 4:34 am

Not sure how related, but all of a sudden (and within an update or two since it's been a bit since I last tested it) I get a very poor frame rate on the Ghost Shooter WebGL template in Chrome Preview. I'm guessing about half.
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Post » Sun Sep 28, 2014 11:40 pm

Just wanted to say I've the same problem with my game. It's unplayable under 45 fps (different high jump / lots of collision skipped / big lag in controls)
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Post » Mon Sep 29, 2014 12:37 am

I have the same issues. I ended up making a skeleton platformer and the game still became unplayable if there was any sort of lag.

I've actually gone and scraped that project and remade a new one from scratch. Better logic, half the screen size, minimal sounds... so far so good.
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