Need help on performance ?

Discuss game development design and post your game ideas

Post » Tue Jun 23, 2015 11:59 am

I have a question ? How the "Hay Day" game can create too many objects or sprites, and still work smoothly on my low Android tablet ( ram 512 mb ) ? While my game is using under 150 objects and under 20 mb images on a layout and still get crashes (no crashes with devices have Ram is 1 GB or above ) >.< I got stuck and tried too many ways , but no clue. Really need helps here
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Post » Tue Jun 23, 2015 9:33 pm

How much memory does Consctruct 2 estimate that your game is using?
Is the 20 mb figure the run-time amount or is that the number the Construct 2 estimation?
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Post » Tue Jun 23, 2015 11:15 pm

That's 20mb from ImageMemoryUsage in the biggest layout where the game crashed, and showed in my testing tablet Dragon Touch Y88. Is there anythings else could make game crash ? I don't think this is the main reason, because I tried to run game "Hay Day" in this same device, there are a lot of objects and images, it has a little bit laggy when dragging among layout but It still worked great and smoothly. If my code has some errors, it could make crashes on the others devices ( RAM 1GB or above ) , which never happened.
- In C2, it showed : memory use 92.6 mb for my game
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Post » Mon Jul 06, 2015 8:08 pm

Today, i found some ways to fix my issue. The amount of images is not the main reasons, if I reduced the memory use of my game to 35 mb, it is still crashed, if in playing layout, ImageMemoryUsage is always under 21 mb, it still crashed. But if i didn't reduce memory use of images of the layout or the game, I limited the objects in playing layout always under 40 objects, no more crashes.
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Post » Tue Jul 07, 2015 8:11 am

I found the main reason which caused my game crashed. It's text object. I replaced all the text objects with sprite fonts , my game run with better fps and no more lags, crashes. I wonder how heavy a text object is :o ?
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Post » Thu Jul 09, 2015 4:21 pm

Yes the text object, especially on mobile can hurt performance quite a bit. Start the switch over to Sprite Fonts and you will be much happier!
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Post » Fri Jul 10, 2015 10:10 am

Ahhhh good info. I might wanna try out using the sprite font instead to get a bit more FPS.
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or in this thread Archer Devlog
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Post » Sat Jul 11, 2015 10:58 am

I didnt know text can cause such a big problem...good to know....thanks..
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Post » Sat Jul 11, 2015 5:00 pm

Text objects? Really? I wasn't aware of this! This information will help me a lot. Thanks for pointing that out!
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Post » Wed Jul 15, 2015 10:20 pm

I also have a question about performance.

For the game I'm working on right now I'm experiencing performance issues on laptops. The game runs at around 12-20% cpu and 60fps on my desktop computer where I develop the game but when I try to run it on a laptop the game tanks (FPS cut in half), even on a completely new laptop my brother got recently. So my question is: is there a difference between running C2 (HTML5) games on a desktop vs Laptop? integrated GPU vs desktop video cards maybe?

Some info on the game, a typical level generally has:
- 13 layers
- 5 tilemaps (is this too much?)
- 500-650 objects total

The game uses 11mb of images.

Desktop specs:

W7 64x
CPU: 3.0 GHz
RAM: 8GB
GPU: Radeon HD 6700

Laptop specs:

W8
CPU: Core i5
RAM: 8GB
GPU: AMD Radeon R5 M230
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