Major ipad performance problem using landscape

Discussion and feedback on Construct 2

Post » Fri Sep 21, 2012 6:37 pm

The problem is that it starts out with a set of coordinates, then you ask it to transform those to another set 2048, 1536, then to 1536, 2048.
There's a couple of different ways to do the transform, but think about it, the Ipad wasn't made for that kind of activity.

Anyway ios6 portrait looks to be in the 50-60's, and landscape...
acts strange, goes from 10 fps to 60 fps with little activity.
Its almost as if there was some throttle mechanism.
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Post » Fri Sep 21, 2012 7:42 pm

I don't believe that's the case for a few reasons - 1, the same problem occurs regardless if the page is loaded from the start in landscape mode, 2, I've found other c2 games which do not have this problem, 3, the canvas doesn't seem to have any problem resizing itself on desktop browser windows, 4, there's the matter of the text object not redrawing itself properly in landscape mode, and 5, the iPad was totally made for that kind of activity from the start. It translates everything in every application properly depending which way is up. Why not this?

I too would like to hear from anyone who has ios 6 on their iPad.
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Post » Fri Sep 21, 2012 11:59 pm

Just tested my game on the new iPad with iOS 6. Good performance in Portrait and then performance tanks whenever I rotate it to landscape.

Game resolution is 800x480 utilizing Scale mode with several anchored sprites for the GUI. I'm fairly certain there isn't a performance different between portrait and landscape on any browsers I've tested with on my Android tablet, so this seems to be problem to Safari.
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Post » Sat Sep 22, 2012 1:19 am

Interesting - I did some more testing, and discovered that if I switched it to full screen letterbox mode, the problem disappears.

Also, interestingly, performance when previewing over LAN on the iPad was half of the exported html5's performance.
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Post » Thu Oct 11, 2012 11:19 am

@Arima : I think you have the "iPhone viewport scalling bug".
You can see the question asked here : http://stackoverflow.com/questions/8380051/what-is-the-iphone-viewport-scale-bug
And the original link, with some explanation to fix things : http://webdesignerwall.com/tutorials/iphone-safari-viewport-scaling-bug
Since, when you rotate, the viewport is cropped, the GPU must have some problem with the composition of the view, explaining the performance problems.
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Post » Thu Oct 11, 2012 1:06 pm

So just adding that code to the HTML page created by C2 would fix the issue? I can't test this because I don't own any Apple devices and never will but in the future I may produce for the iPhone/iPad etc so would like to know how to get around this. Wonder why they've never fixed it if it's so simple?

Can someone test to see if this works?
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Post » Thu Oct 11, 2012 10:21 pm

@Pode - thanks. I'm not sure that's it though as the demo bug page they show works fine on my io6 iPad 3. I also tried adding both pieces of code to the page and neither of them seemed to fix it. I might have done it wrong though, as I don't know how to write HTML or JavaScript well.

Edit: I should mention this post in another thread where I found the exact pixel height at which the bug occurs, if that might help any: http://www.scirra.com/forum/forum_posts.asp?TID=58532&PID=360878&title=my-game-lags-in-landscape#360878Arima2012-10-11 22:29:26
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Post » Thu Oct 11, 2012 11:18 pm

Kind of strange. On my ipad 2 (no retina mode, obviously), it keeps around 460 or so objects in either landscape or vertical at about 60fps. It makes no difference, though it does crop the text off some in vertical.
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