Crosswalk Intel XDK experiences

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  • Crosswalk 5 has gone to beta and we have updated the XDK.

    Stable: Crosswalk 4.32.76.6 on Cordova 3.3.0

    Beta: Crosswalk 5.34.104.2 on Cordova 3.3.0

    Previously, stable was crosswalk 3, and beta was crosswalk 4. If you want to stay with crosswalk 4, then you need to change the build to stable in the details page in XDK. Note that the build service is hosted in the cloud, so XDK versions (714 is latest) does not affect which crosswalk version you get.

    See https://crosswalk-project.org/#wiki/Crosswalk-5-release-notes for release notes. I have updated the player apps at https://drive.google.com/folderview?id=0BzXhriJJl3U2dlJ6aWM3bS01YWc&usp=sharing

  • You can revert to an older version of crosswalk by selecting stable Crosswalk 4.32.76.6 instead of beta Crosswalk 5.34.104.2 at the bottom of the details page in XDK. If you have seen a performance regression then yongsheng might be able to help, but you will need to help him reproduce the problem.

    i was getting 60 fps with the xdk version 505 and the stable crosswalk build. After updating to 714 today, my framerate and performance took a major hit. Every build they come out with, makes my game run even worse...

  • I noticed the same after updating to 714 and using "Stable: Crosswalk 4.32.76.6 on Cordova 3.3.0" WebGl don't work anymore on my Samsung Galaxy S3.

    My previous version of XDK was kinda old v277 and just made an update to new one to test few things.

    For now actually this "game" works faster running from Chrome for Android, from my dropbox than from the Crosswalk xD

  • Try switching to the beta version of Crosswalk, 5.34.104.2

  • Just did. Fps are better, CPU usage is much lower than in stable. But still no WebGL.

  • The big question has got to be when is admob support coming?

    I tried the html iFrame leadbolt approach but the ads didn't fit the iFrame on phones. Not sure if this was due to pixel density or screen resolution or what the hell was going on because it worked perfect on my Sony Tablet Z but it obviously needs to be consistent across devices so I gave up.

  • I was wondering, how do I prevent the phone from sleeping while in game?

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  • After updating to 714 the webgl still dosent work.

    dose anyone test webgl on galaxy s2 , galaxy note2 , sony s?

    i enabled webgl on c2. wher can i fined the list of phone that cant run webgl? it is odd that note2 cant run webgl!

    please disable blacklist. before blacklist webgl worked on this 3 phone.

    we're providing the capability to web developers to disable blacklist. Hope XDK users can use it soon.

  • > After updating to 714 the webgl still dosent work.

    > dose anyone test webgl on galaxy s2 , galaxy note2 , sony s?

    > i enabled webgl on c2. wher can i fined the list of phone that cant run webgl? it is odd that note2 cant run webgl!

    >

    > please disable blacklist. before blacklist webgl worked on this 3 phone.

    >

    we're providing the capability to web developers to disable blacklist. Hope XDK users can use it soon.

    wow; thank you.

    it is really a good news.

    this option is in c2 or xdk?

  • XDK has to be changed to support disabling the blacklist. I am waiting to hear how long it will take.

  • I was wondering, how do I prevent the phone from sleeping while in game?

    I too am unable to find this option.

  • ALI3D69

    I found this: https://code.google.com/p/chromium/issues/detail?id=288731

    [quote:2qb0tax0]I've now got a Galaxy Tab 3 and spent some time investigating this issue. Indeed the problem is that the EXT_robustness implementation on the Mali-400 does not support reset notification. However, Chrome doesn't use virtual GL contexts on these GPUs, so in theory the effects of WebGL shaders could be confined to the respective WebGL GL context.

    I did some further testing (https://codereview.chromium.org/24037006/) and turns out it's still possible for long running shaders in the WebGL contexts to block GL execution in other contexts -- not limited ones in Chrome. Based on this I don't think we want to enable WebGL on Mali-400 based devices.

    It seems to me that the problem with devices powered by the Mali-400 series GPU (basically a lot of samsung devices, the major player in the android market) is limited to the use of webgl shaders.

    If i'm not wrong this turns to be a good news because, when crosswalk will support the gpu-ignore-blacklist flag, a developer can simply avoid shaders to get an hardware accelerated version of his game without fearing crashes or other unintended behaviors.

    yongsheng correct me if I'm wrong, as a php developer I'm not into GL contexts at all <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • There is a new version of Intel XDK v769 April 21, which fixes several bugs found by users.

    Link:

    https://software.intel.com/en-us/html5/articles/release-notes-information

  • i tested the latest 2 versions, and its promising, still no flawless performance i still get some hickups so i cant use it for my games yet, since they are very active, but with a few performance tweaks this could be very nice. GJ! Will wait for future versions, but already i am impressed, need better performance, proper landscape/portrait lock and after that in time google services and others, we have a winner.

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