Grimmy's Forum Posts

  • Hi, I tried with the a = lerp(a, b, 1 - f ^ dt) approach but I still see exactly the same result on device.

    I have a new 60fps video here in which you can see the issue even at quite a slow speed:

    https://www.dropbox.com/s/gdpl5dp06psnv5h/Jank2.mp4?dl=0

    Delphawi I think I've tried all the advanced options tried reducing resolution etc etc.

    I'm really only concerned with the Android device build where this is happening as its perfectly fine on PC.

    ..I just tried with the inbuilt move behaviour too. Its just as horrible.

  • Its less noticeable at slow speeds but its still there.

    Memory usage on device is around 60-70

    Cpu usage around 50.

  • but at 60fps the sprites will "jump" 40pixels every tick, if they move from one side to the other in a second, it cannot be "silky smooth" movement?

    Front 'janky' plants move like this:

    lerp(self.X, Self.X-(train_speed*(Self.speed_adjust)), dt)

  • Well, I managed to eventually set my resolution to half (now 954 x 480) but I still see the janking :(

  • Its most noticeable on the foreground plants because they are moving faster but its happening on all the moving objects.

    Unfortunately the Janking isn't even and predictable. Sometimes its janks a few pixels and sometimes it janks a lot more, all the time at random intervals so in all the end effect is very hard on the eyes even while the app is running at 60fps. I would expect it to be silky smooth.

    My main prediction now is that the screen resolution is just too high to refresh efficiently, but I cant seem to change layer scales or layout scale to match a new canvas size.

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  • Unfortunately still no resolution on this. Still seeing significant jank even though its running at over 60fps and no objects are being created or destroyed during runtime.

    Im out of ideas :(

  • Looks like it got sent already. Maybe its in your trash? I sent again though to be sure. Its from S*moncdo@pigobo.com

    Cheers

  • Will send again later, I'm also doing Sunday things :) cheers

  • Im starting to think this maybe all due to my project's high resolution. Its currently at 1708 x 960 which is pretty high.

    Is there an easy way to reduce the resolution project wide for testing, or would I manually need to rescale and re-position every sprite one by one just to test this theory?

    I tried setting the canvas size in code to half which has the effect of zooming everything in...and then scaling each layer by 0.5 but the layer scaling doesn't seem to do anything at all.(?!)..nor does layout scale

    Having said this, my project setting for fullscreen resolution is already set to low.

  • Thanks. I just sent you an email.

  • Thanks. I just tried that, but I see exactly the same janking all over the place :(

  • Yes, tried it without it. The fps is fine, some things are smooth but objects moving right to left just jank even when its all running at solid 60fps+ on Android.

  • I am specifically testing on Android. I am seeing cpu readings of around 50%-70%, fps is now a solid 61 but I still get the Jank all the time which just hurts my eyes.

    Honestly I don't think I can release it like this, its almost like the fps reading is saying one thing but the reality is that the game is jerky.

    It's just not what I expect of a 60fps experience.

    I don't think I should first have to optimize to try to reach 60fps and then STILL see problems with the framerate even when Im at 60fps.

    I just tried the same test on a Huwai Mate Pro device. Its a much more powerful device than the A7 Tablet . It uses around 20% CPU on this device, the janking is far less, but the fact is that it still happens.

    Why should this janking happen at all if the device easily can run the game at a high frame rate and low CPU count?

    For me this is a bug in C3. If it can't run completely smoothly while reading 60fps+ then there is something wrong surely.?!?

  • No parallax on any layer.

    I switched off all layers except from the front plants.

    The frame rate in this case starts at solid 61 and doesn't move under 60.

    I still see the jank although it is slightly less. Every few (4-7) seconds there is quite a big jump in the position of the plants.

  • You can see a video here:

    https://www.dropbox.com/s/jxibr9uhy5egnur/TrainJank1.mp4?dl=0

    The level runs at close to 60fps but you can noticeably see the plants in the foreground janking. Its less noticeable on the video than in real life but hopefully you can see that its not 60fps buttery smooth.

    I don't use any pinning, only scene graph hierarchies, but these aren't present on the janking foreground plants.

    My camera is fixed and isn't moving or being updated at this point in the game.