Low performance

Discussion and feedback on Construct 2

Post » Sun Jan 04, 2015 12:28 am

From first export to second export i dont know why my game performnce is getting worst.

In my 'wasteland' event sheet i have 60% usage of gpu, i try find which event cause problem.

I delete first 50% of events and test... still bad
I delete second 50% of events nothing new
even if i delete all events without global variables i have 18% usage of gpu
So where is the problem?
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Post » Sun Jan 04, 2015 1:33 am

When my game have 3000 objects game runs slow but when i decrease to 2k game runs better
its strange because In performance tips i read

"Off-screen objects are not still rendered. Construct 2 does not issue draw calls for objects that do not appear in the window, and the GPU is also smart enough to know not to render any content that appears outside the window - even when a single image is only partially on-screen."

Where is the logic?
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Post » Sun Jan 04, 2015 1:39 am

wow
how about grouping your events. That way you can get more of a break down than just the event sheets. There is no way to help without more information. Group group group. Not for just visual organization, but also profiling.

I can't help but think you have some kind of heavy recursive looped function call happening.
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Post » Sun Jan 04, 2015 1:41 am

Objects not on the screen may no be rendered, but that does not exclude them from logic processing. If you have logic happening on objects all the time, even off screen objects will still be handled in that process.

If you feel it's off screen objects. Then only handle objects when they are on the screen.
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Post » Sun Jan 04, 2015 2:06 am

@jayderyu i can sent screens of my all events
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Post » Sun Jan 04, 2015 2:17 am

What behaviors are you using on your objects? Are they all necessary? Are they all necessary all the time?
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Post » Sun Jan 04, 2015 2:29 am

i use sine and i have 300 trees
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Post » Sun Jan 04, 2015 2:40 am

Put everything in subgroups and profile again so you can work out where the trouble is. I don't think it's the sine behaviour, it's something in your events that's the problem.
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Post » Sun Jan 04, 2015 2:45 am

i have possible maximum subgroups in my event sheet. only thing who works is decrease numbers of sprites on layout nothing can help than this
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Post » Sun Jan 04, 2015 3:20 am

Your screenshot shows you have 3852 objects. You probably have events running against each of these objects every tick even if they are off screen and have no reason to be updated.
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