Screen size slow down

Discussion and feedback on Construct 2

Post » Tue Jan 13, 2015 9:50 pm

@StraitJacketGmng yeah first thing you should try is changing the scaling the medium or low as that can effect it a great deal. even Ashley recommends using the medium setting and not the high unless needed as it consume a great deal more memory
B
42
S
17
G
2
Posts: 850
Reputation: 6,209

Post » Wed Jan 14, 2015 8:36 am

Not quite sure where the problem is without looking at a capx.

Obviously when you a have a larger screen there are more pixels to render which requires more computation. Do you have any webgl effects as they would need to do more work on a larger resolution?

Have you made any search or resize algorithms based on screen size?

What I normally do in this kind of situation is to make a copy of the capx and start systematically disabling bits and previewing the results in a hope to finding the cause. This at least helps to isolate the problem into a capx you can potentially share.
ImageImageImageImageImage
B
19
S
5
G
1
Posts: 614
Reputation: 2,542

Post » Wed Jan 14, 2015 11:13 pm

OK, seems most people here haven't experienced this problem before :P

What you're most likely experiencing is a Fillrate bottleneck. Basically, a GPU can only draw at maximum a certain number of pixels every second. On desktop PC's this number is usually in the hundreds of millions [citation needed] but at 1080p with a few layers of full-screen graphics, you can run into the problem very quickly.

For example:
1920 * 1080 ~ 2,000,000 pixels
2,000,000 * 60fps = 120,000,000
Now multiply that by how many fullscreen graphics you have, layers with shaders or 'force own texture' on, etc.

The solution to this is either to reduce the amount of fullscreen graphics, or just choose a lower window size and set fullscreen scaling to low quality.
B
92
S
31
G
24
Posts: 3,191
Reputation: 32,699

Post » Thu Jan 15, 2015 11:45 pm

Thanks again for your replies. @sqiddster - that makes sense! I implemented EddyDingDongs Multiple Graphic Modes tutorial and that seemed to help a bit too

https://www.scirra.com/tutorials/932/mu ... erformance
B
5
S
1
G
1
Posts: 9
Reputation: 1,048

Post » Fri Jan 16, 2015 6:41 am

No one has mentioned the fact that all the assets seem really high res - are they optimised? Could be an asset that's like 530x530px eats up a whole 1014x1024 texture map,etc. Have a bunch of them and it quickly eats video ram and performance.
B
19
S
6
G
7
Posts: 1,101
Reputation: 6,146

Post » Fri Jan 16, 2015 7:11 am

@Somebody what your talking about is affected because of GFX fillrate as said above
B
42
S
17
G
2
Posts: 850
Reputation: 6,209

Post » Fri Jan 16, 2015 7:24 am

@volkiller730 - could be, but isn't guaranteed - it might as well be a lack of optimization, be it assets or events for example, hence my question.
B
19
S
6
G
7
Posts: 1,101
Reputation: 6,146

Previous

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 4 guests