Terrible performance on mobile...

Discussion and feedback on Construct 2

Post » Wed Jun 11, 2014 6:02 am

jayderyu wrote:I was going to look at the capx. But uses a SpriteFont that isn't official. I will pass on installing a plugin I won't use. Good luck. When sharing CAPXs the less thirdparty plugins the more likely someone will take a look.


Oops sorry. Here is a version without any third-party plugin:
https://www.dropbox.com/s/se1hgpmolywsi65/FootRunner03-005.capx

I made it a little bit cleaner but it's still laggy on iPhone 4 & 4S.
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Post » Wed Jun 11, 2014 7:52 am

Did you try removing all the text boxes? You are using 5 of them, try using spritefonts (dont go into detail, just use the standard spritefont and check if there is difference). I don't have any iphones but it runs fluidly on my bb10. Removing text objects made it gain 5-10 frames on my pc debug preview. I think it will help. iOs is a little bit problem becuase of js handling, cocoonjs helps.
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Post » Wed Jun 11, 2014 11:09 am

Disabling WebGL usually significantly reduces performance. See Performance tips. To further investigate a particular project, as the manual entry says, test very regularly on mobile and then you can see when a particular change has a significant impact on performance.
Scirra Founder
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Post » Thu Jun 12, 2014 2:00 am

Just for you to know, on my Lumia 920 with Windows Phone 8.1 I got 60fps with 29 objects with no drops of changes during gameplay. But over 50% of CPU usage. Mostly 55~57%
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