Node-webkit Runs 10 FPS slower when exported

Discussion and feedback on Construct 2

Post » Fri Oct 25, 2013 8:35 pm

@digitalsoapbox - That seems like a really neat trick! But do you know if it uses more memory (as the canvas object being a large single object would take up more normally than a bunch of little tiles)?

I have one project that could really benefit from this, but the layouts are quite large, so if the memory usage spikes it would be a huge issue.
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Post » Fri Oct 25, 2013 9:10 pm

Memory usage never really goes over ~12MB, loading a TMX file (through the TMX importer plugin), spawning the tiles & comping to the large Canvas objects. It spikes a little at level load time (maybe ~14MB) and there's a slight hitch in the framerate as everything takes place, but nothing that can't be hidden behind a short loading screen, which could be skipped on future loads by saving the state of the game right after it loads the level to a unique save state for each level in the game.

EDIT: I should probably mention this is all running in WebGL on the desktop, so I don't know what performance would be like on mobile devices, which aren't really my targeted release platforms.digitalsoapbox2013-10-25 21:19:43
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Post » Fri Oct 25, 2013 10:00 pm

Hi,

One difference might be that the preview does not use compressed data.

Have you tried checking the speed with uncompressed data in the exported package? Just unzip your .nw file (and delete the .nw), and see if it makes any change.

Greg
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Post » Fri Oct 25, 2013 10:30 pm

[QUOTE=CJK] Hi,

One difference might be that the preview does not use compressed data.

Have you tried checking the speed with uncompressed data in the exported package? Just unzip your .nw file (and delete the .nw), and see if it makes any change.
[/QUOTE]

Would that affect results after everything is loaded into memory, though? My understanding is that images, etc. are uncompressed when loaded into memory, so their initial state shouldn't really be an issue.digitalsoapbox2013-10-25 22:31:13
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Post » Sat Oct 26, 2013 1:35 am

Keep in mind that VRAM and RAM are two different things.
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Post » Sat Oct 26, 2013 2:13 pm

I tried changing the various compression options when exporting, if that matters at all, and it had no impact on performance when exported.
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Post » Sat Oct 26, 2013 5:14 pm

Sorry, I'm not really helping here, just to say I get the same behavior at work. For information, my game is quite heavy on Web GL effects.

At work (on a Sony Vaio laptop, a bit old but decent): Chrome Fullscreen is 10 FPS more than Node Webkit.

At home (on a fat powerfull MSI laptop), I get the opposite, the Node Webkit is 60 fps rock solid, chrome fullscreen is 50fps.

So, I don't know how to explain it, but yeah, I see what you mean.
Image | @AurelRegard on twitter
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Post » Sun Oct 27, 2013 10:59 pm

@corlenbelspar Thank you for your explaination. I will have a look to that method (not sure it will actually fit well with my game). But if I have any questions I will PM you. Thanx again ;)
(Nice screens by the way!)KaMiZoTo2013-10-27 22:59:52
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Post » Thu Nov 21, 2013 1:57 am

Still no answer to this eh?

I'm having the same problem - game works perfectly when previewing but after export I'm losing 15 fps plus the alignment of all my sprites is off......

Quite frustrating
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