Halfgeek's Forum Posts

  • The difference is on AMD notebooks or dual GPU desktops, if you set it to the discrete, it WILL obey.

    On NV stuff, through Optimus, NV thinks they KNOW BETTER THAN YOU and will ignore your settings when it feels like it (lots of users complaint on their official forum), and it seems to feel like it more often for browsers.

  • surely there's a way to override it? somehow?

    http://www.tomshardware.com/answers/id- ... d-gpu.html

    Apparently newer drivers do that but older ones don't, they just released it a few months ago with that mode.

    That's NOT a solution, you don't wanna use 1 year old drivers anyway in a gaming setup.

    http://answers.ea.com/t5/Battlefield-4/ ... -p/3299839

    On the NV forum (which is where you ought to look) this problem is very common, for a lot of games as well. It's their Optimus drivers trying to save power, and its retarded to be frank. My notebooks have been with AMD discrete GPU for awhile and never have a problem with games or anything, I just set it to use the discrete or integrated one and it obeys my command.

    Generally though you don't want to release a game that doesn't run out of the box and requires users to troubleshoot. Because optimus handle browsers more strict than actual games, its a bigger problem for us than other games. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Currently my games run really quick on integrated Intel GPUs. But I'll keep digging to see if there's an easy/quick fix.

  • megatronx second last paragraph.

    This is really really important to get sorted out since most CPUs these days include integrated graphics chipsets.

    NV did this a few months ago, they decided they know best and in order to make their power usage look good, if their drivers detect web content (chrome, ie etc), it auto switches to the integrated GPU on Intel CPUs (which are horrible for gaming) instead of the main GTX. As far as I know, this only applies to notebooks/portables, on desktop it doesn't do it.

  • shinkan - HOLY FLIPPING Barbequed PANCAKES!!! YOU ARE right! I have been lamenting over that and struggling in the debugger for a while. Thanks for pointing that out.

    do you know if you can control max fps? Most of the time my laptop caps at 40fps but for a while it was 60 off and on?

    Glad that is sorted for you. You can use heaps of layers to organize your project, as long as there's no effects attached to them, its all good.

    There's no way to cap FPS that I know of.

    The refresh rate normally stabilize at 60, 45, 30 etc depending on your hardware.

  • Layers themselves have no impact on performance, unless you apply a WebGL effect to the layers. Depending on the effect (warp/water are intensive), having just 1 effect on 1 layer kills performance on even the best mobiles. So on PC, if you have a few layers with effects, it could slow down a lot on integrated GPUs from Intel.

  • I never encountered the long pauses in my testing, and so far since the update, playing it I havent encountered any issue. It's smooth as silk, as it should be!

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  • I'm downloading 177 to test..

    Edit: IT WORKS!! Touch & Mouse input works fine AND my audio bug is no more.

    Thank you Scirra & all here, I was worried it would take a long time waiting on something on NW's end.

  • tumira

    For exiting via back button, add the Browser object to your game, then put in a code, On back button pressed = Browser > Close

    It should quit the game, and works last I tried it.

  • How big a game are you talking about here? I find on PC/MAC, performance is really good and you have to really try (or just use way too much WebGL effects) to get it to run slow.

  • As Silverforce noted this Mac NW bug is only in the C2 beta builds, hopefully it'll be fine by the time we get to the stable one anyway.

    Hopefully. It's a waiting game again.

    Really disappointing if your livelihood depended on it.

  • It's not just you.

    There's a lot of problems with CJS AND Ejecta. Only Intel XDK is decent but only the Android Crosswalk.

  • I dont think non-consumable works because restore purchase doesn't work last i checked.

    So IAP to permanently unlock level or bonus, cannot be restored if users uninstall ur app and reinstall.

    Wish i could help more but my game is also recently submitted & under review.

  • I tried that fix you did, copying the node-webkit folder from exporters/html5 from version 171 to 173 to override my current 175 version.

    Export game, crash on startup.

    Also, the 175 NW export not only doesn't recognize touch/mouse input, it's screwing up my audio too on MAC.

    Awesome.

  • Can confirm this bug is 174+ related. I just exported my game which was working fine on 172 & 173 and now touch/mouse clicks don't register properly, AND there's a beeping audio bug which I've never had before. On Macbook Air 2013.

    I also tried to copy over the older version node-webkit folder in html5 export in C2, overriding the current version and now the game doesn't load at all, crash on start. The older version is from either 171 or 172 (which work fine on export before).

    Trying again with 173...

    Seriously such a crippling bug like this, how the hell did it made it pass QA from the NW team and Scirra?

    Edit: Copying the note-webkit from v173 to override C2 v175 doesn't work either. Crash on startup. Game over.

  • Furdy There's no "fix", except you need to optimize your game better for mobiles. The power gap between a Nexus 7 and some crap generic android device is MASSIVE.

    You cannot make any game with some complexity to run well on all devices, you need to target a "minimum spec".