Very slow with WebGL

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Post » Sun Feb 05, 2012 9:42 pm

Hello,

When I turn on WebGL support in project properties during game play I see 29-30 fps and all objects like a slow-motion. But when I turn off WebGL I see 60 fps and game is running without a slow motion.

I use latest Google Chrome browser, updated graphic drivers, not so old graphic card (Radeon HD4270). In my project I have only 5 objects with Physics behavior.

Can somebody explain why I get these results? Which result is real - 30 fps or 60 fps?
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Post » Sun Feb 05, 2012 9:46 pm

If possible, post your .capx and we can all test it out for you and see what FPS we get.
If your vision so exceeds your ability, then look to something closer.
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Post » Mon Feb 06, 2012 1:01 pm

There is my capx file:
http://terademix.com/game_v_0.5.capx

I checked it again on my iPad. When I turn on WebGL everything is like a slow motion.
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Post » Mon Feb 06, 2012 1:11 pm

I think iPad/iOS doesn't support webGL (yet ?).
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Image Image
Image Image

Please attach a capx to any help request or bug report !
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Post » Mon Feb 06, 2012 1:26 pm

There are two links:

http://terademix.com - with WebGL
http://terademix.com/2/ - without WebGL

Both are very slow on my iPad, and only WebGL version slow on my laptop. But it works fine without WebGL on laptop.

If I use less than 10 objects and 21 event in total and already got slow bugs how can I continue creating game? May be it depends which version I use - free or paid. Currently I am using free version of Construct 2.alexgold872012-02-06 13:26:56
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Post » Mon Feb 06, 2012 1:44 pm

@alexgold87: iOS (ipad/iphone/ipod) doesn't support WebGL *at all* for the moment. The only WebGL piece you can do with HTML/JS for the moment is an iAd...
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Post » Mon Feb 06, 2012 1:52 pm

Problem for me that red box is moving very slow. How can I increase it's speed?
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Post » Mon Feb 06, 2012 4:28 pm

@Pode is right, changing the WebGL setting will have no effect on iOS, because it doesn't support WebGL at all! It will always use the same canvas2d renderer. Use the 'renderer' system expression to show which renderer is in use.

See Delta-time and framerate independence to make sure your game runs at the same speed regardless of the framerate.

See Performance Tips for general advice on getting the best performance.
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Post » Mon Feb 06, 2012 4:28 pm

@alexgold87 : what's slowing your game on mobile is the physics behavior. I'm sorry for you, but for the moment it's very ressource consuming...
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Post » Mon Feb 06, 2012 4:48 pm

Ok, I got the idea, thanks. Any suggestions - what can I use instead on Physics in this case? Can Platform imitates real physics?
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