Major performance issues with R192 of Construct?

Discussion and feedback on Construct 2

Post » Mon Dec 22, 2014 11:55 pm

Hello everyone, I noticed recently Construct 2 has horrid performance on mobile devices. Any simple game I have thrown at my new device seems to do poorly in fps tests.

So I decided to run a simple, blank project, with just text object, and a "every tick" condition to set the text object to 'fps' and to my disappointment, it averages 50 fps even at the most bare bone project you can physically achieve. There is definitely something wrong, I am using the chrome browser at the newest revision.

My mobile device is the LG G3, with a Snapdragon 801 clocked at 2.5 Ghz with 3Gigs of RAM and the Adreno 330 GPU, there has to be an issue occurring. either at Construct, or Chromium. Anyone notice a dip in performance lately?
B
18
S
6
Posts: 348
Reputation: 2,633

Post » Tue Dec 23, 2014 1:34 am

It seems that you can get good framerate only on deprecated CocoonJS (but it does not support text object and native ads)
B
18
S
7
G
1
Posts: 783
Reputation: 4,247

Post » Tue Dec 23, 2014 2:16 am

Umm...yeah, something is certainly wrong.

FYI, the text object is pretty demanding (I know that sounds bizarre, but it's true). If you are updating it every tick, use a spritefont instead. From the man himself (search for 'text'):

https://www.scirra.com/manual/134/performance-tips

What about trying a real game with an exporter? Have you tried a test export of space blaster? Throw an fps/cpu meter on it (remember, use a spritefont) and export it. You could also print out the renderer; if it says canvas2D, then something is amiss.

For comparison, I have a much lower-end device -- LG Ultimate 2, Snap 205 1.2ghz, Adreno 305 -- and get very playable framerates in space blaster, even at it's most intense. My current project is using a couple webGL shaders and up to 50 onscreen objects, and hits 60fps consistently.

Also, I'm not seeing a great deal of difference between CocoonJS and crosswalk, but that may just be my projects.

Chrome could be causing a problem too...I haven't tested Chrome mobile extensively, but on desktop v38 had poor rendering performance that led to unstable framerates and 'janking'. This may have affected mobile as well.
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,202

Post » Tue Dec 23, 2014 4:18 am

TiAm wrote:Umm...yeah, something is certainly wrong.

FYI, the text object is pretty demanding (I know that sounds bizarre, but it's true). If you are updating it every tick, use a spritefont instead. From the man himself (search for 'text'):

https://www.scirra.com/manual/134/performance-tips

What about trying a real game with an exporter? Have you tried a test export of space blaster? Throw an fps/cpu meter on it (remember, use a spritefont) and export it. You could also print out the renderer; if it says canvas2D, then something is amiss.

For comparison, I have a much lower-end device -- LG Ultimate 2, Snap 205 1.2ghz, Adreno 305 -- and get very playable framerates in space blaster, even at it's most intense. My current project is using a couple webGL shaders and up to 50 onscreen objects, and hits 60fps consistently.

Also, I'm not seeing a great deal of difference between CocoonJS and crosswalk, but that may just be my projects.

Chrome could be causing a problem too...I haven't tested Chrome mobile extensively, but on desktop v38 had poor rendering performance that led to unstable framerates and 'janking'. This may have affected mobile as well.


Just tried the space blaster, and I was getting 50 fps on intense gameplay, thats so weird. As simple as one text object changing every tick getting the same frame rate?
B
18
S
6
Posts: 348
Reputation: 2,633

Post » Tue Dec 23, 2014 4:36 am

Might be something else going on. Your device is way more powerful than mine, but I'd estimate I was getting around 30-40fps in space blaster myself.

My guess is that it's your device resolution. 2560x1440 is a crazy number of pixels to push around, even on a desktop, much less a mobile. If you are using high quality scaling, you are wasting a ton of GPU rendering pixels you'd need a microscope to see. Try:

Fullscreen in browser: Letterbox scaling

Scaling Quality: Low Quality

Game Resolution: Leave at 960x720. If you want it sharper, try 1280x960, but IMHO it would be a waste.

Sick phone, BTW. 8-)
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,202

Post » Tue Dec 23, 2014 2:29 pm

"As simple as one text object changing every tick getting the same frame rate?"

IIRC drawing a text object is not an easy task at all, it has to recalculate entirely how to render it for each character, if you try with a spritefont instead, you might (should) not have that issue.
Game design is all about decomposing the core of your game so it becomes simple instructions.
B
53
S
22
G
18
Posts: 2,122
Reputation: 17,123

Post » Tue Dec 23, 2014 4:59 pm

I haven't noticed any issues at all. sbperftest gets a great score on my new Moto X (2nd gen) which sounds like it has the same hardware as the G3.
Scirra Founder
B
398
S
236
G
88
Posts: 24,428
Reputation: 194,625

Post » Tue Dec 23, 2014 5:35 pm

@Ashley when the player dies in sbperftest, it seems it restarts with a very large amount of ennemies and projectiles, is tgat a part of the test, or should that be ignored?
Game design is all about decomposing the core of your game so it becomes simple instructions.
B
53
S
22
G
18
Posts: 2,122
Reputation: 17,123

Post » Tue Dec 23, 2014 6:20 pm

@Ashley

His phone has a resolution of 2560x1440. Space Blaster defaults to high quality scaling.

He's trying to push around almost 2x the number of pixels as you are on a Moto X. Fillrate issue.
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,202

Post » Tue Dec 23, 2014 7:32 pm

@Aphrodite - it's just a quirk of the test, you can ignore it.

@TiAm - on a high end phone it should have no problems at all with the fillrate.
Scirra Founder
B
398
S
236
G
88
Posts: 24,428
Reputation: 194,625

Next

Return to Construct 2 General

Who is online

Users browsing this forum: SirG and 25 guests