Webgl and ios 8 performance

Discussion and feedback on Construct 2

Post » Wed Sep 17, 2014 9:00 pm

I have around 5fps with ios8 on my iphone 5.
Do you really think games in crosswalk will har native speed and that we wont need of wrappers anymore?
https://www.shadertoy.com/view/XdfXDB
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Post » Thu Sep 18, 2014 12:59 am

Is this really the best comparison? It's herky jerky even on my desktop, and that's running in a tiny window. :?

Realtime raytracing is probably the most demanding thing you can ask a computer to do; without a dedicated gpu, you're not getting anywhere.

iOS 8 performance is interesting though. How about some c2 games? Have you tried anything on the arcade, kongregate, newgrounds, etc?
Don't lose your work. Backup your game with Dropbox.
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Post » Thu Sep 18, 2014 2:32 am

Good lord, I'm getting 10fps on my gaming laptop!
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Post » Thu Sep 18, 2014 2:34 am

Ray tracing is normally done on workstations. Even top GPUs like GTX 780ti or R290X struggle with proper ray tracing, giving a slideshow.

There's a reason no game uses that technique for lighting due to its calculation intensive nature. They approximate lighting & shadows via maps.
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Post » Thu Sep 18, 2014 6:33 am

Message: jakobdam can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
My gaming laptop (2x NVidia GT 755M, 16 GB RAM, i7 4700MQ CPU) ran at ~8 fps, and ended up crashing both the NVidia driver and the WebGL part of Chrome (latest stable).

So, this benchmark is not really good.

Try this instead:
http://www.goodboydigital.com/pixijs/bunnymark/

=> There's a HUGE difference between iOS 7 Safari and iOS 7 Chrome (which cannot use the faster nitro engine or jit or anything that matters because of Apple's closed iOS 7 policy).
=> The difference is equally huge between iOS 7 Safari and iOS 8 Safari - and THAT'S where it becomes interesting. Notice how many sprites that can be rendered - at 60 fps!!! That's INSANE!
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Post » Thu Sep 18, 2014 6:44 am

Message: jakobdam can only post plain text URLS until they have 500 rep. 2 URLS modified. Why?
Btw. - realtime raytracing doesn't exist in any full fledged game engine yet.

Upcoming BRIGADE can do the trick:
https://www.youtube.com/watch?v=pXZ33YoKu9w
https://www.youtube.com/watch?v=BpT6MkCeP7Y#t=31

But notice the specs; two powerful NVidia desktop graphics cards; and still, the performance sucks. But it's definitely the future.

I'm educated 3D animator, so I'm looking very much forward to realtime raytracing.

But there's another solution; voxel-cone raytracing. This SHOULD have existed in Unreal Engine 4, but was taken out, due to performance issues on latest generation consoles (XBox ONE and PlayStation 4). UNITY can do it, however, so it IS coming, and when it does, it's gonna be an important step towards true raytracing.

The solution that's used now, in all modern 3D engines, including Unreal Engine 4 and CryEngine, is called screen spaced reflections. Sure, they look ok, as in they're a huge step over plan texture baking which was modern 10 years ago; but now, the time is coming for raytracing.
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Post » Thu Sep 18, 2014 8:44 am

I'm only getting 22FPS on my gaming laptop. Do you really think this is a good benchmark?
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Post » Thu Sep 18, 2014 1:02 pm

MacBook Pro 13 - 15: 22 fps, i say if it's run 5fps on iphone 5 it's a good result then :lol:
Last edited by Sisyphus on Thu Sep 18, 2014 1:27 pm, edited 1 time in total.
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Post » Thu Sep 18, 2014 1:06 pm

That's strange. I have 60 fps with my gtx 670
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Post » Thu Sep 18, 2014 1:09 pm

AMD A8 6600K APU w/ RADEON HD8570D and 16GB RAM - jerky 30 fps...

Very unrealistic test
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