Low FPS in C2 games is more crippling than it should be?

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  • sqiddster - Might this be something I could use to discern my Tilemap/lag issue that we talked about the other day?

    You all are talking about some serious "under the hood" stuff that I don't fully understand...so...just wondering what I can look for... LOL I dunno what I'm talking about.

    Laptop

    Acer Aspire 5349

    Intel Celeron CPU B800 1.5GHz

    Windows 7 Home Prem Service Pack 1

    4 GB RAM

    Google Chrome

    Version 37.0.2062.124 m

    ...in case that helps.

  • I tried it, at first it wasn't noticable but I added a long platform across the whole layout to avoid the node webkit freezing problem, and I think there's maybe a delay of maybe 1-3 ticks between pressing jump and jumping with gpu lag on, and it's not there when it's off and cpu lag is on. It doesn't seem to happen every jump, though. I found it more noticable when moving and jumping than when just jumping. It's slight enough and happens intermittently enough that it's kind of hard to be sure it's a real effect sometimes. I can try two jumps in a row and the first convinces me it's a problem and the second makes me doubt my assessment of the first. I dunno, maybe it's just less pronounced on my computer.

    I haven't noticed the problem in my games, possibly also because I've tried to make sure they all run at or close enough to 60 fps on my machine, and any time they dip below it's almost always because of cpu constraints.

  • Not sure how related, but all of a sudden (and within an update or two since it's been a bit since I last tested it) I get a very poor frame rate on the Ghost Shooter WebGL template in Chrome Preview. I'm guessing about half.

  • Just wanted to say I've the same problem with my game. It's unplayable under 45 fps (different high jump / lots of collision skipped / big lag in controls)

  • I have the same issues. I ended up making a skeleton platformer and the game still became unplayable if there was any sort of lag.

    I've actually gone and scraped that project and remade a new one from scratch. Better logic, half the screen size, minimal sounds... so far so good.

  • Recently I have been having issues where my browser(chrome) just cant seem to give me proper fps.

    normally I get a solid 120fps in my projects, but as of recently my browser will get stuck at like 45-48 fps and it really kills things. laggy and non smooth.

    Things on tablets and phones seem to work great most of the time.

    I have also noticed my preview can take ages to load. I think something is broken in Construct at this point because it has gotten to the point where I have to close my browser and construct projects to get preview working again.

    system specs are:

    cpu: i7 3930k 6 core 4.5ghz

    GPU: gtx 780

    ram: 32gb 1866mhz

    other parts not really relevant.

    I can't really explain the random construct hiccups or lag on this machine.

    I would still expect fps above 30 to look decent. so many mobile games run at 30fps....but it seems we have to really optimize and push for 60, which could be very limiting.

  • I have a huge project I am hoping to get compiled and out this week. Waiting to see what Ashley has to say about this before doing anything though.

  • I have also noticed my preview can take ages to load. I think something is broken in Construct at this point because it has gotten to the point where I have to close my browser and construct projects to get preview working again.

    I've had the same issue when I was working on large projects. But, I think this is to be expected. Remember we are working in a browser.

  • >

    > I have also noticed my preview can take ages to load. I think something is broken in Construct at this point because it has gotten to the point where I have to close my browser and construct projects to get preview working again.

    >

    I've had the same issue when I was working on large projects. But, I think this is to be expected. Remember we are working in a browser.

    I have just found something very absurd. Solves my personal issue. But if chrome is not on my monitor #1 it gets a huge performance hit.

    I just changed my multi monitor setup into surround. Used display fusion to divide the surround display into individual desktops and my problem is fixed.

    Chrome and construct think there is only 1 display...I still get my displays divided properly.

  • I'm running into the same issue. Even with 30fps overall performance isn't smooth.

  • [quote:s4bmq2mo]I have just found something very absurd. Solves my personal issue. But if chrome is not on my monitor #1 it gets a huge performance hit.

    I've also had weird stuff going on with multiple displays and node-webkit. If I hook up my laptop to a TV with an HDMI cable I suddenly get extremely smooth frame updates, but input lags that feel like a quarter to half a second. This happens even though the TV display is 1900x1080 (or something

    I've tried sqiddster's capx but don't get any noticable input lag in either gpu or cpu lag mode.

    Specs:

    i5 2.66 ghz

    4 gig ram

    intel integrated graphics HD/ Geforce GT 540M

    Windows 7 Home Premium Service pack 1+

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  • Just wanted to say I've the same problem with my game. It's unplayable under 45 fps (different high jump / lots of collision skipped / big lag in controls)

    Sadly, same here.

    45 fps sounds like a good framerate, but I just had to add a *warning message* in the game if the FPS counter drops under 45 so the player adjust his graphical settings.

    A lot of collisions are skipped at 45 fps, and you just can"t have massive hitboxes on everything (ex: gun bullets)

  • Squid's example is kinda strange. Yeah, if the CPU lags, the gameplay is still fine even at a slower framerate. But when the GPU lags, pretty much any change below 60 for me, it was terrible!

  • If you want to investigate performance problems the first 3 things to check are:

    1) GPU blacklisting in Chrome (go to chrome://gpu)

    2) how it is on other browsers

    3) what Construct 2's profiler says

    Without that information I literally have nothing to add.

    You could check for the uneven framerate issue by logging dt in a list for a few seconds mid-game. For example you should find dt is normally about 16.7 ms, but if it's alternating semi-randomly between ~16 and ~33ms without any regular pattern then that would verify my theory.

    I'd strongly recommend *not* artificially reducing the framerate to 30 FPS by wasting CPU/GPU time. Our own experiments to do this in an efficient manner didn't work, and doing it in an inefficient manner will unnecessarily drain battery life on laptops/mobiles (and make fans spin up louder on laptops), and it probably won't actually work well either. Due to GC or JIT compilation or any number of other things, the framerate might drop to 40-50 FPS for a few seconds, then top up back to a smooth 60. You can't tell what it's going to do. But if your game is going to throttle the game way down to 30 FPS just because of a hiccup, you're seriously degrading the experience for no good reason. I doubt within the confines of both Construct 2 and browser technology that you can come up with any reliable way of doing that.

  • Ashley,

    I posted my results with Chrome, Node Webkit, Firefox and IE in my reply. FYI

    [quote:1uugf9d8]GPU Enabled.

    Chrome - Super Laggy and Jittery

    Node Webkit - Bad button lag, but seems to run ok.

    Firefox - Really bad at start, if you wait a few seconds it seems to run fine.

    IE11 - Bad button lag but seems to run ok.

    I'll try logging dt like you suggested.

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