Performance: in fairness

Discussion and feedback on Construct 2

Post » Mon May 22, 2017 3:30 pm

@Colludium could we perhaps change the testing criteria to 30fps?
(Since there is no way to manually throttle down to 30fps, I would recommend just adding bunnies until 30FPS have been reached.)

Also just out of curiosity, since Unity also offers WebGL exporting.
Would you mind providing performance stats for that as well?
Might be interesting to see how Unity's WebGL export performs, compared to C2's.
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Post » Mon May 22, 2017 4:22 pm

Sure @TheRealDannyyy - I'll take a look at Unity webgl as well. It'll be some time in the next couple of days, though. Work is hectic... I also wondered about why Chrome beat NWjs - I put it down to the NWjs engine dev being in lag behind Chrome.

I think 30 fps stress testing won't give any good info - most players will have gone home by then, and it might just test aspects of the engines that are irrelevant for normal gaming.
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Post » Mon May 22, 2017 4:28 pm

Colludium wrote:Sure @TheRealDannyyy - I'll take a look at Unity webgl as well. It'll be some time in the next couple of days, though. Work is hectic... I also wondered about why Chrome beat NWjs - I put it down to the NWjs engine dev being in lag behind Chrome.

I think 30 fps stress testing won't give any good info - most players will have gone home by then, and it might just test aspects of the engines that are irrelevant for normal gaming.

Yeah the 30fps test would just be for testing purposes in this specific case, obviously nobody wants a game running on lower framerates than 60fps. :P
No probs for the delay, take your time and do it whenever you can.

Thanks for doing all this by the way, it's quite interesting.
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Post » Mon May 22, 2017 4:59 pm

TheRealDannyyy wrote:Thanks for doing all this by the way, it's quite interesting.

+1 Indeed. Thank you for taking the time for creating and showing us these measurements.
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Post » Mon May 22, 2017 6:23 pm

@gleriku, @TheRealDannyyy, happy to help. I did have the old apks on my phone (all but Godot's).

30fps no render
Godot: 1200
C2: 1800
Unity: 5500

30fps with render:
C2: 1600
Unity: 2000

The Unity version was smoothest because of the framerate lock.
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Post » Tue May 23, 2017 6:21 am

Here are my results (desktop only, always displaying sprites):

Image

(typo on the GPU, ram is GDDR5 not DDR5)

Proof:

Chrome - Image

NWJS 32bit - Image

NWJS 64bit - Image

Godot - Image

Unity - Image

Built files: https://dl.dropboxusercontent.com/u/471 ... esults.zip

C2 HTML5 Bunnymark test: https://dl.dropboxusercontent.com/u/471 ... index.html

Direct X Diagnostics:

Image

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So in plain text:

C2 on NW.JS v244 - 3500 bunnies @ 50 or 55 fps (32 bit vs 64 bit)

C2 v244 on Chrome - 3500 bunnies @ 55 - 57 fps

Godot Engine v2.1.3 stable - 8470 bunnies @ 55 - 60 fps (heavier dips when spawning, settles back out to roughly 60 fps)

Unity Engine v5.6.0f3 - 16321 bunnies @ 56 - 58 fps
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Post » Tue May 23, 2017 6:36 am

TheRealDannyyy wrote:Also just out of curiosity, since Unity also offers WebGL exporting.
Would you mind providing performance stats for that as well?
Might be interesting to see how Unity's WebGL export performs, compared to C2's.


Good question! Here's my results:

Image

Unity WebGL in Chrome
Bunnies: 5501
FPS: 57*

*That's not the constant FPS though, it would fluctuate between 54 and 65 quite a bit, with the occasional HTML5-usual jank, especially when spawning more.

Unity WebGL Build export: https://dl.dropboxusercontent.com/u/471 ... index.html

Out of further curiosity I gave Firefox a try with the Unity WebGL and got these results:

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Unity WebGL in Firefox
Bunnies: 8331
FPS: 55 - 56



The same C2 bunnymark test in Firefox gave me some crazy (good) results:

Image

Bunnies: 11370
FPS: 55 - 56

So, it seems that Firefox is the only browser / browser engine right now getting *close* to Unity speeds on my PC, which tells me that probably Firefox is falling back to DirectX / ANGLE, Unity is using "real" DirectX calls, and everything else is using OpenGL? (mega-guessing here :o )
"Construct 4 lets YOU make advanced games! (but not play them)" Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Tue May 23, 2017 7:23 am

@jayjay - awesome results! Fascinating that your Godot tests ran better than NWjs - the opposite of mine - were you using the latest version of NWjs v22? I found that v20/21 performed far worse on my lowly machine.

My Unity WebGL results:
render: 3500
no render: 9500

PS - how did you render html5 using dropbox?
Last edited by Colludium on Tue May 23, 2017 8:00 am, edited 1 time in total.
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Post » Tue May 23, 2017 7:34 am

I thought I was getting better results earlier.
C2 in chrome:
60fps till 800
60fps till 2900 with the "for each" disabled

godot:
60fps till about 800 as well.

I think what's being measured from this is the speed of events or gdscript.

Looking at the bunny mark here:
https://pixijs.github.io/bunny-mark/
I get 60fps up to 5900 with the chrome

and this:
http://www.goodboydigital.com/pixijs/bunnymark/
gives me 60fps up to 20,000. I guess js isn't actually that slow?
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Post » Tue May 23, 2017 8:02 am

R0J0hound wrote:and this:
http://www.goodboydigital.com/pixijs/bunnymark/
gives me 60fps up to 20,000. I guess js isn't actually that slow?


Amazing! I get 40000 bunnies before a slowdown in Chrome...!!
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