My game lags in Landscape?

Discussion and feedback on Construct 2

Post » Fri Oct 12, 2012 4:19 pm

@Arima : iPad has a 2048x1536 resolution in landscape mode.
The status bar at the top is 40 pixels high, and the URL bar is 152 pixels high. When you remove those, you have 2048x1344, the exact resolution you have a problem with. That must be something related to it.

Can you try to start in landscape mode, and go the portrait mode set at (1536)x(2048-152-40) (i.e. 1536x1856), and then 1536x1855, to check if you have that bug ?
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Post » Fri Oct 12, 2012 4:58 pm

I cannot reproduce any performance problem at all on iPad 2 or iPad 3 with retina mode off, so this problem seems exclusively to do with iPad 3's retina display.

I am not sure why a certain window size would be considerably slower - I am fairly sure this is a WebKit/Safari bug, since we are running the exact same code either way - there's no reason our engine would be faster or slower either way. I would guess that certain window sizes either align or don't align with the main viewport, which enables or disables various optimisations (or even reverts to software rendering in some cases). Given that the iPad 3 is generally not fast enough to keep up with its significantly higher-resolution display, I would recommend just turning retina mode to 'iPhone only' or 'Never' for the time being.
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Post » Sat Oct 13, 2012 12:13 am

I'm not sure why you think that performance on an ipad 3 in retina mode is that bad. On my sprite test, someone with an ipad 2 said they got about 450 sprites at 60 fps, from 350 on an ipad 3. That's a noticeable difference, but far from bad performance in comparison. My ipad 3 is easily powerful enough for the Zelda-like game I'm making, playing at a smooth 60 fps with dozens of enemies onscreen, and the only reason the fps dips below 60 if I add more is because of the JavaScript, not the rendering, because if I disable the game logic I can have tons more onscreen at 60 fps.

Might it have to do with the fact that performance when previewing over LAN is somewhere around a third or less of the exported HTML's performance? I only get about 100 sprites in my sprite test when previewing over LAN.

Regardless, I think I may have actually found a way to fix this, but I need to make sure it works on multiple devices. I started a thread with the test here: edit, test was flawed, had issues making it difficult to get an accurate resultArima2012-10-13 19:19:20
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