If it all came down to parity it would be both a huge relief and dissapointment at the same time. I currently greatly struggle with random, sudden framerate drops on mobile, which can easily be throw into the 40s, never properly managing to recover. I've done a ton of tests to verify I don't create objects that never gets destroyed, or do anything out of the ordinary to cause performance drops. With advanced profiling tools provided by a third party, the APK of my game on avarage only used about 60 % CPU and 50 % GPU. It's able to hold a stable 55-60 FPS if nothing interrupts on my S7.
While the heaviness of my game might contribute to this, many of these framerate drops feels unexplainable. It doesn't feel like I'm doing anything wrong. If it was parity, it could be explained like that the occational low priority makes the game just heavy enough to chug. (@ashley Testing enough times I saw the same type of framerate drops with high-DPI display off, my game might not be too bloated/GPU bound after all).
I've also seen pretty insane framerate drops when previewing in chrome on a 970 gtx 32gb ram monster PC, so parity definately sounds like a plausable explanation.
Just such a shame there's no way to work around it. This reminds me of the garbage collection issues I had for the longest time while developing Klang. Always something...
I've ported most of my game to Gamemaker so I feel I can speak with some confidence about this. From my observations, Construct builds seem to run about as fast, if not faster than, Gamemaker builds on desktop. C2 definitely outperforms GMS on one of my old laptops, where I get 55-60 fps for the former, and 45-50 fps for the latter. But jank remains an issue. My C2 builds may outperform my GMS builds on slow computers but GMS never does the tug-and-jerk screen update thing. Never ever. It runs smooth or it doesn't. Consistently.
In my opinion, this is a pretty big deal and I urge Scirra to really look into it, not just hand-wave it away whenever the subject comes up. I won't go back to Construct for several reasons so it doesn't affect me either way, but it's a shame for an otherwise great product to be held back by these sorts of things.
This too summarizes pretty well how I feel. I'm very close myself to abandoning Construct because of this. After 3+ years of learning and excercising optimization tricks, I still can't feel confident that my game will run hard locked at a given framerate. This is soul crushing when making action packed music games that can't miss a beat.