I need your help to figure out Airscape's performance issues

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  • irina yeah, because there's currently no way to cap dt to a lower value (an issue I've brought up a few times), glitches like that will happen all the time at lower framerates.

    shinkan I tried to add touch but it doesn't seem to be working, any js people able to tell me what I'm doing wrong?

  • I ran through your demo on my computer. I got a stutter briefly when leaving the menus, but never anywhere else. My FPS stayed at 60 for the most part. At times it would shift back and forth between 59 and 61 but nothing that was able to be perceived. DT difference was 2 or 3 pretty consistently. I'm posting a shot of the plotter just to show the 59/61, though I really don't think that's an issue. I had C2 with my game and Photoshop running in the background, though I don't think those would make a difference in this case.

    Specs: i7-4770 3.40 GHz, 32.0 GB ram, NVIDIA GeForce GT 640 with 4 GB vram

  • On Nereus and Orbit (before I moved Orbit to Unity) I would experience exactly the same issue where shrinking the game window would improve frame rate performance. I fixed it on Nereus by limiting the number of objects in my scene. I would randomly generate an asteroid field, and found that if I reduced the number of objects in the level to <1000 performance was rock solid, anything like 1500 to 2000 and it would really start to chug on my laptop BUT weirdly, shrinking the window would bring the frame rate back right up.

    Another prototype I worked on had a massive tilemap, I'm talking a layout size of 8960, 5040 with a tilemap covering a lot of it made up of 16x16 tiles. Again, bad performance at full screen, solid 60 when reducing the window size, reducing the internal rendering resolution and all that didn't seem to make any difference.

    On my desktop (which is very powerful) I get a solid 60 on the Airscape demo fullscreen. I can't test my integrated chip laptop right now will edit post with results later.

  • Hi all, I have been following this thread but until now have not performed the tests - finally got around to it today, here are my results.

    Before dropping below 60fps:

    C2 WebGL:

      about 24000 objects

    C2 Canvas2D:

      about 4000 objects

    Pixi.js:

      about 18000 objects

    All tests at 1920x1080 res.

    Edit: Window size seams to make no difference.

    Test machine specs:

    Intel i3-4160 CPU 3.20GHz

    8 GB RAM

    GeForce GTX 750

    Win 8.1

  • I tested the demo out on my crap laptop.

    Laptop Specs : Intel i3 3217U CPU 1.8Ghz / 4GB Ram / Intel HD Graphics 4000

    Results

    At idle - Full screen

      FPS : 45 DT diff : 30 ish DT : 30 ish Max DT : 68 Min DT : 41

    Playing - Full screen

      FPS : 15-20 (jumped all over) DT diff : 35 ish DT : 30 ish Max DT : 68 Min DT : 33

    During game play FPS was all over the place. The jank was noticeable, and constant but not excessive. The demo was playable

    Hope that helps. :/

  • What resolution was that at?

    That's a good candidate for a 'min spec' machine if it runs at 60 at a lower resolution.

  • This was at 1280 x 720 sqiddster

    I never got close to 60 FPS but the game is very playable.

    I linked a video clip of game play for you to get a better idea. http://www.facecjf.com/img/sqidd.MOV

    [quote:15tuismv]That's a good candidate for a 'min spec' machine if it runs at 60 at a lower resolution.

    I guess... LOL If anyone is gaming on an i3 with integrated graphics I feel for them. It's hit or miss with games working on it, at least in my experience.

  • yeah the problem is people see '2d game' and immediately think it should run on a potato. Sigh...

  • Yup... : / sqiddster I feel your pain.

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  • yeah the problem is people see '2d game' and immediately think it should run on a potato. Sigh...

    Hehe, yeah and these days it should too!!

    I tried your demo game and it runs at a solid 60fps full screen (1920×1080 res) on the machine I mentioned in previous post.

  • sqiddster what's your original window size?

  • megatronx 1366x768 but that shouldn't matter at all the way I do things.

  • megatronx 1366x768 but that shouldn't matter at all the way I do things.

    Try going lower to 960x570

  • megatronx as I said, it doesn't matter because my resolution system changes the window size dynamically. ingame you can go all the way down to 640x360.

  • It doesn't matter because my resolution system changes the window size dynamically. ingame you can go all the way down to 640x360.

    How do you do that? Would you just make the fullscreen scaling "low quality", then set canvas size, then change the layout scale?

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