Request for feedback: front-to-back renderer performance

Discussion and feedback on Construct 2

Post » Tue Jun 23, 2015 6:34 pm

I did a little testing and found the following results, using r208, Chrome, i7 with HD4600. The test was a fps throttle, target between 51-56 FPS by creating/destroying horizontally moving sprites (sine behavior).

Sprite image with zero opacity (animation frame 1):
-- B to F: 2260 sprites at 51 FPS, 9% cpu
-- F to B: 2900 sprites at 56 FPS, 9% cpu

Sprite image with approx 15% of surface < opaque (animation frame 0):
-- B to F: 2290 sprites at 51 FPS, 9% cpu (partial opacity makes no difference - as expected)
-- F to B: 1630 sprites at 51 FPS, 11% cpu (significantly lower performance)

Here's a link to the capx.
A big fan of JavaScript.
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Post » Tue Jun 23, 2015 6:57 pm

Here's what i got on macbook pro with retina late 2013, the game runs at full resolution (2560x1600) 11-15 fps on both of your tests and no difference, the only difference in cpu utilization, with ftb it's sometimes higher a bit. The same situation with other laptops with intel gpu, on old intel's GMA's the ftb mode crashes the app.

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Post » Tue Jun 23, 2015 7:25 pm

Desktop (Chrome, Windows 8.1, Intel Pentium Dual Core E5200 2.5 GHz, NVIDIA GeForce GTS 450 1 GB, 4 GB RAM):
~40-60 FPS regardless if the front-to-back renderer is enabled or not

Mobile (Samsung Galaxy Note 3 (SM-N9005), Chrome, Android 5.0):
~30-50 FPS with the front-to-back renderer disabled
~25-30 FPS with the front-to-back renderer enabled

The game I tested on is a 2D metroidvania platformer.
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Post » Tue Jun 23, 2015 11:30 pm

Ashley wrote:Hmm... the browser capping the framerate at 60 FPS makes it hard to tell any difference. Maybe try closing all instances of Chrome and run again from the Start -> Run dialog as:

chrome --disable-gpu-vsync

Then you should get an uncapped framerate which makes for an easier comparison.


That doesn't seem to change anything. It's still capped at 60. In fact, I don't even see the vsync flag anywhere in Chrome (canary/45 or 43). I wish I could give some better benchmarks, but I'm not sure of any way to show more than 60 FPS.
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Post » Thu Jun 25, 2015 5:41 pm

Gosh, this isn't sounding very good at all. Either our implementation isn't fast enough (and I'm not sure what we could do to improve it), or front-to-back rendering just doesn't work very well with real-world games.

Does anyone have any positive feedback at all?
Scirra Founder
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Post » Thu Jun 25, 2015 7:13 pm

Ashley wrote:Gosh, this isn't sounding very good at all. Either our implementation isn't fast enough (and I'm not sure what we could do to improve it), or front-to-back rendering just doesn't work very well with real-world games.

Does anyone have any positive feedback at all?

There's a huge performance improvement, but only with PCs, or laptops and tablets with ATI or nvidia graphics like nvidia 635m, and only if the device's screen is full hd or quad hd or more. From my own tests there's no real difference or even regression in performance if you are playing on a screen with resolution lower than 1080p (not in all cases), any intel mobile gpu like hd 4400 or even iris 5100-6100, i didn't test weaker or desktop intels, only an old crappybook with intel GMA gpu and the game just can't start, dunno why, though it works without ftb.
There's also a performance improvement on some phones and tablets but not on many, no difference or regression because of a higher cpu utilization on others.
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Post » Thu Jun 25, 2015 8:34 pm

Its a little niche. Might be good with mode 7.
Next Penelope perhaps.
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Post » Thu Jun 25, 2015 10:45 pm

@Ashley I think too much objects are simply discarded because of blending, effect, transparency,.. , this is interesting read about blending optimizations and front to back render with UNDER Blending, might help..

https://developer.nvidia.com/content/transparency-or-translucency-rendering
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Post » Fri Jun 26, 2015 12:46 am

@all hi,
@ashley hi,
i don't know if this happen because of rendering front back enabled
but i'm using crosswalk on android and since i use r208 and enable back front render i see that theere is better performance than before (r206)
i'm not sure ... but it's like that
before my game was very laggy on s2 i9100 and now it work perfectly (with ads ... not admob but with other networks)
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Post » Fri Jun 26, 2015 10:14 am

@Sisyphus & @matrixreal - I'm looking for specific performance numbers with real-world games, not our artificial test that just creates piles of sprites. Can you report on any specific FPS numbers?
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