hmin's Forum Posts

  • I've tested this on lots already, you can reproduce it with just a blank layout (1280 x 720 pixels), one image sprite with some spritefont text, then compile with XDK/Crosswalk and CocoonJS and compare the result.

    At this point I suspect 2 possibilities: 1) Letterbox scaling, because my test device is 1200p and not 720p that my games are made at. I say this because CocoonJS doesn't have proper scaling, it just keeps that aspect ratio and have black/empty bars on bottom and right if the display is not matched. 2) Rendering quality/filtering is low on mobile chromium.

    , thanks for your information. I try to reproduce it on Nexus 7 (with 1920x1200 resolution) according to your instruction, but unfortunately, I failed to reproduce the blurry image as you said, I am not sure if I set up the same env as yours. Below is my approach for reproducing:

    1. Use a 1280x720 image as <image> in a HTML page and explicitly set the image width and height to 1280px and 720px, or

    2. Use the same image as the background of body by the following CSS:

      body {
           background: url('a.png') no-repeat fixed;
           background-size: cover;
      }[/code:2ggagmw3]
    In both of the above ways, the image can be auto-scaled and kept the same aspect ratio, but it would NOT become blurry as you mentioned. 
    So would you please show me how your image is used? e.g. its style and DOM element with the original image. Thanks.
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  • hmin, thanks for the info, I will take a good look at it soon. But do you have any news on why the startup screen acts weird?

    If I am holding my phone in portrait or landscape mode while the splashscreen is showing, it displays a black and white screen. If I don't change my phone's orientation when the splashscreen is showing, just before the game starts it shows a black screen for a short time, but very noticable.

    Regarding to the splash screen issue, we are looking into it and will update it once we make some progress. Thanks.

  • Is there a way we can prevent the phone from sleeping? I didn't see that issue on your online spreadsheet thingy.

    KFC, rekjl, does the plugin (link is blocked, you can search 'phonegap-powerManagement-plugin' in Google) meet your requirement? It can make application keep running for a long time without user interaction.

  • Hi, , Thanks for your feedback. I am from Crosswalk team and working on Crosswalk development. I'd like to look into the issue your report. It would be better if you could upload your apk or a simple way to reproduce this issue.

    IntelRobert

    In regards to the visual clarity (or lack of), this was raised awhile ago, is there a solution upcoming?

    I compared the same build and scene with CocoonJS and the latest XDK, there is a large drop in clarity in the XDK compiled game compared to CJS. Performance is very similar between both.

    These screenshots are captured from my device running the game, LG G-Pad 8 with native 1920 x 1200p resolution.

  • Hi, cesisco, I am from Crosswalk team and working on the Crosswalk development.

    The lower framerate is very likely to be caused by the fact that we only ignore gpu black list for IA platform from Crosswalk 5, and it won't do any additional thing for ARM platform to avoid some crash which is reported from Construct2 user, see XWALK-934 in Crosswalk Bug JIRA.

    From Crosswalk 6, we allow the web developer to append command line options by themselves, for example, you could append '--ignore-gpu-blacklist' in 'assets/xwalk-command-line' file, and Crosswalk runtime will load this cmd option file firstly before launching your app.

    IntelRobert, the audio lag in the Crosswalk 5(beta) build is ok, but the overall performance in every other aspects is very bad in my games, the framerate is almost the half comparing to Crosswalk 4(stable).

    So i´ll wait until Crosswalk 5 goes stable, and hope everything runs smoothly.

    Thanks

    > Our build system gives you the choice of crosswalk 4 & crosswalk 5. The latest app preview uses crosswalk 5. Since you say that App Preview does not have the lag, then I am hoping that it was a problem fixed in crosswalk 5. Please check that you are using crosswalk 5 by going to the bottom of the details tab in the build dialog.

    >

    > If crosswalk 5 has the problem, then please PM a capx file that shows the problem.

    >

    >

    > >

    > >

    > > IntelRobert, hi, here's a video with a comparison of the audio latency in the device:Intel AppPreview:less than 30 millisenconds

    > > Crosswalk Apk build: 234 millisecods

    > >

    > > I guess the problem is not with my device, since it play synced in the App Preview.

    > > In the Chrome Browser the latency is around 34ms, but i have other problem in Chrome for android, the sound is

    > > playing on the earpiece and not on the speaker, i mentioned that on this topic :I can send you the Apk build and my device specifications, but note that the audio lag occurs in every project i have.

    > > Thanks

    > >

    >