Will Scirra C3 exporter have improved performance over XDK?

Post » Mon Feb 20, 2017 12:30 pm

Ashley wrote:
MonDieu wrote:I really hope that scirras own service to build apps in C3 is alot better than phonegap.
Just tested phonegap with a tiny test game and the performance is embarrassing.

Again, I will keep repeating this, you have to check for GPU blacklisting as the very first step. Visit chrome://gpu in Chrome on the device to check. This only affects about ~5% of devices.


Ok I'll do that but I find it hard to believe that a top-selling phone like my Samsung Galaxy S7 would be blacklisted (or my tablet Samsung Galaxy TAB S for that matter).
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Post » Mon Feb 20, 2017 1:01 pm

Zebbi wrote:Multiple Raster Threads: Disabled
Native GpuMemoryBuffers: Software Only. Hardware acceleration disabled.
Video encode: Software Only. Hardware acceleration disabled.
WebGL2: Unavailable.

The key entries are "Canvas" and "WebGL" (ie. WebGL 1), are they not listed?
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Post » Mon Feb 20, 2017 1:01 pm

MonDieu wrote:Ok I'll do that but I find it hard to believe that a top-selling phone like my Samsung Galaxy S7 would be blacklisted (or my tablet Samsung Galaxy TAB S for that matter).

You can also send me your .capx if you want me to take a look. But most of the time I get something which runs in to hardware limits, so is a game design issue, and would not be faster in a different engine.
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Post » Mon Feb 20, 2017 1:16 pm

@Ashley
on my phone:
Canvas: Hardware accelerated
WebGL: Hardware accelerated


on my tab:
Canvas: Hardware accelerated
WebGL: Hardware accelerated

Link to capx: https://dl.dropboxusercontent.com/u/613 ... umper.capx (it is just a tiny test project)

Again when I export it with a lower android version setting and take the 25mb hit it works fine
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Post » Mon Feb 20, 2017 1:38 pm

That .capx runs perfectly on my HTC 10, in Chrome. Does it run well for you from the browser?
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Post » Mon Feb 20, 2017 2:18 pm

Ashley wrote:That .capx runs perfectly on my HTC 10, in Chrome. Does it run well for you from the browser?


When I preview with the chrome browser on my devices it runs very good.
So what is wrong with the phonegap export I wonder? :) (using the free account there if that makes any difference)
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Post » Mon Feb 20, 2017 6:14 pm

@Ashley
Any thoughts?
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Post » Mon Feb 20, 2017 6:16 pm

Ashley wrote:
Zebbi wrote:Multiple Raster Threads: Disabled
Native GpuMemoryBuffers: Software Only. Hardware acceleration disabled.
Video encode: Software Only. Hardware acceleration disabled.
WebGL2: Unavailable.

The key entries are "Canvas" and "WebGL" (ie. WebGL 1), are they not listed?

Everything else is listed as working and enabled, including canvas and webgl.
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Post » Mon Feb 20, 2017 6:57 pm

@MonDieu - I can't see any actual performance data you've shared in this thread, so I don't know if you're talking about 10 FPS vs. 55 FPS. If it runs OK but looks a bit janky, that turns out to be a Chrome bug on Android at the moment. Without any reason to think otherwise for the time being I would attribute any non-smooth performance issue to that bug. It'll get fixed though, Chrome had a v-sync bug in v38 which got fixed fairly quickly.
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Post » Mon Feb 20, 2017 7:36 pm

@ashley only the ones I listed are disabled, all others are working and fine; is there something else I can try?
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