Preview on lan/ipad2 issues

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Post » Thu Oct 18, 2012 1:05 am

Hmm - interesting, it actually does happen with a game I'm making but not much with the sprite test. Definitely seems to be a JavaScript execution speed problem of some sort rather than rendering.Arima2012-10-18 01:16:19
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Post » Thu Oct 18, 2012 10:34 am

@Ashley : you're right ! With iOS5, home screen webapps have the same right to access Nitro than inside Safari. My memories are playing games with me...
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Post » Thu Oct 18, 2012 10:53 am

@Arima, do you still want to dig into my capx, or you will test with your own game?
tks
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Post » Thu Oct 18, 2012 11:47 am

@Pode - it's still odd because like @Arima says the performance looks like JS execution is indeed slower. I wonder what's going on here?
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Post » Thu Oct 18, 2012 2:38 pm

@Ashley : I don't have any device with iOS6, so I can't test. However, I know that for ap added to homescreen, things are managed differently than iOS5. Particularly, the cache manifest is dealt differently (now every webapp has her own sandbox, like a regular app). But with that new feature there are some new bugs (like no geolocation for webapp to homescreen), and various bug associated.
Can @Arima test a game, removing the cache manifest at the head of the HTML page ? If it doesn't allow you to save files to homescreen, I suppose that files need to be saved with IndexedDB (adding more problems...)

If the problems aren't related, that can be anything...
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Post » Thu Oct 18, 2012 9:54 pm

@cesisco - no, since it happens in my game as well I can just use my own.

@Pode - do you mean this part? <html manifest="offline.appcache"> I tried deleting it but it had the same problem (and I uploaded to a new directory to make sure it didn't run an old cached version).
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Post » Thu Oct 18, 2012 10:53 pm

@Ashley @Arima @Pode I tried this change "<meta name="apple-mobile-web-app-capable" content="no" />" and my game runs at 60 fps from Home screen but of course this is not a webapp, more like a shortcut.cesisco2012-10-19 12:16:28
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Post » Fri Oct 19, 2012 2:07 pm

@Arima : thanks for the test. It seems the bug isn't related to that, then...
@cesisco : I saw people on stackoverflow doing the same to get FPS back. But it's not a long-term solution. So somebody needs to filla bug at Apple.

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Post » Fri Oct 19, 2012 8:56 pm

Apparently people have, and apple's done nothing about it. I've found articles talking about developers thinking it's a conspiracy by apple to sabatoge web apps because then apple doesn't get the 30% cut from the App Store. :P

I found a page which mentions something that might explain it: http://daringfireball.net/2011/03/nitro_ios_43

"The real answer is about security. Perhaps the biggest reason for Nitros performance improvements over WebKits previous JavaScript engine is the use of a JIT Just-In-Time compilation A JIT requires the ability to mark memory pages in RAM as executable, but, iOS, as a security measure, does not allow pages in memory to be marked as executable. This is a significant and serious security policy. Most modern operating systems do allow pages in memory to be marked as executable including Mac OS X, Windows, and (I believe) Android1. iOS 4.3 makes an exception to this policy, but the exception is specifically limited to Mobile Safari."

That was iOS 4.3 though, so I'm not sure it applies anymore. It sounds plausible though that the extra security could be hampering nitro. Anyone know?Arima2012-10-19 20:59:46
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Post » Fri Oct 19, 2012 9:13 pm

I hope this could be solved soon and it is not a conspiracy, because games running at 60 FPS with well designed icons in Home Screen would be as appelative as iOS native games.
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