Problem with performance even in a simple small game

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Post » Wed Apr 01, 2015 2:10 pm

Hi everbody,

I guess there are many of us has problem with performance issues. I try to make a sling shot game as you can see on links below.

I will try to explain them as shot as possible. Game is using physics but there are only 3 objects with physics and 2 as plain sprites.:
1- Graphics glitches on laptop while playing. You can see how the circular sprite look like on the image below. (It's just on right of the play icon). It's not happening all the times but most of the time it is like that. Funny part is debug mode show max 2mb memory usage and 59-60fps all the time.
Image

2- On mobile.. Well. It's just painful to watch the ball in most probably 1fps. I can't understand it, simply can't! I may not have the highest end phone or laptop and also C2 HTML5's may not be as fast as a regularly coded native stuff but.. This shouldn't be like this right? I read those Performance Tips but i really don't believe my problem is written there because i don't have any issue mentioned on those articles.

Can you just try the game on your mobile and pc and tell me how are they look? (If you press 'R' on both by touching or from 'R' key on keyboard game will restart itself.

WebGL:ON PixelRounding:OFF
https://dl.dropboxusercontent.com/u/246978132/bshotwebgl/index.html

WebGL:ON PixelRounding:ON
https://dl.dropboxusercontent.com/u/246978132/bshotwebglOffpixelrounding/index.html

WebGL:OFF PixelRounding:OFF
https://dl.dropboxusercontent.com/u/246978132/bshotwebglOff/index.html
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Post » Wed Apr 01, 2015 3:31 pm

i've tested on my PC - all 3 work 75 FPS clean (that's my refresh rate)
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Wed Apr 01, 2015 7:17 pm

@saiyadjin thanks for reply. I also notice it looks even better on PC after uploading it to dropbox than running from C2. However i still have big problem with mobile. I test it on Opera, Chrome BETA and Adnroid default browsers.

I decide to sen mail to @Ashley from support @ sc..ra.com to see if my file has problem with in.
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Post » Wed Apr 01, 2015 8:54 pm

I can't see that any of your demos include any performance measurements at all, such as the FPS, so are you just guessing? It'd be more helpful to share your .capx anyway so any problems can be more closely investigated.
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Post » Wed Apr 01, 2015 9:41 pm

Ashley wrote:I can't see that any of your demos include any performance measurements at all, such as the FPS, so are you just guessing? It'd be more helpful to share your .capx anyway so any problems can be more closely investigated.


I send the .capx file to you and not "just guessing". I WROTE that i send mail with capx file to [email protected] , i also add photo shows screen glitch. It'd be more helpful to answer after reading.
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Post » Thu Apr 02, 2015 11:01 am

So the .capx you sent me used Box2dweb physics, so I switched it to asm.js which is usually a lot faster (and is the new default as of latest releases for that reason). Then I turned pixel rounding off because it doesn't appear to be necessary and can have a small performance impact (since it must round every co-ordinate used in a draw call if it's enabled). After that, on a Moto X, 1st gen Nexus 7, and Nexus 9, it runs 59-60 FPS in Chrome for Android using preview-over-wifi. So there does not appear to be any performance problem at all. Some old Android stock browsers are pretty slow and buggy, but it's the browser, not C2 - give Chrome for Android a go if you haven't tried it yet.
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