LukeW's Forum Posts

  • Well that wasn't the response I was hoping for...

    Following up on this. I had another user post a screenshot of the main menu and noticed their frame counter was hitting 56fps. Considering there's hardly anything going on in this section (at unlocked I'm seeing over 4,500fps on this screen), the fact that the nwjs build cannot maintain a steady framerate is pretty worrying.

    This also means that it's not isolated to my PC.

    CPU/GPU usage in this area:

  • I'm experiencing a lot of framerate loss when exporting to nwjs and, more concerningly, the project is unable to maintain vsync rates despite hitting well over that target framerate when running in unlimited frame modes for testing performance.

    I've attached some comparison screenshots below. The three shots are different zones in my game with varying levels of stuff going on. The column on the left is running in the editor (Chrome r317.2) with unlimited frames. The middle column is the nwjs export with unlimited frames while the right column is NWJS with vsync (with a target refresh rate of 165hz). I didn't include a screenshot, but running with vsync from within the editor DOES match the target rate.

    As you can see from the pic, even in areas where I'm hitting over 1000 fps, the computer is not able to consistently hit the vsync target, and this only gets worse as the areas get more complex. It becomes really noticeable with camera scrolling, and is causing a jankiness to the camera movement despite the game still running at high frame rates.

    Dropping my monitor refresh rate down to 60 still results in missed frames with vsync on, bouncing down to 56-57ish in a lot of areas. Switching monitors on my main PC had no impact, though interestingly, when I launch the game off my old PC I don't get any frame loss with the nwjs build, despite it being a much older system (Intel i5-4560k). I'm wondering if this is an AMD issue (my main PC is a Ryzen 7 5800x, which should be more than enough to handle this).

    Not sure if it's worth mentioning, but with unlimited frames, the cpu is the clear bottleneck, with gpu only hitting about 10% usage.

    Other things I've tried:

    Rolling back Chromium to earlier builds

    Running it with the NVpatch

    Reinstalling chipset drivers

    Making sure graphics card drivers are up to date

    I'm at a loss as to what else to try. I had a small amount of users mention that the game suffered occasional performance issues during a closed beta, and now I'm wondering if they were experiencing something similar.

    What else can I try?

  • if you targeting consoles, best practice to do your entire game in Javascript, visual and all... that way you can have one streamlined code...JS in this case 100% if possible. and when u go to a 3rd party they just replicate what u did in JS in C++ or C# which is usually used in consoles.

    If you're targeting consoles, you'll want to do the opposite. The porting studios use their own wrapping tools to convert the event sheets into C++. They will actually struggle with any custom JS scripting in your project because of this.

    That ^ only applies though if you're specifically going for a porting studio that focusses on C3. I'm not sure how many porting houses actually write the whole programs from scratch - that sounds expensive!

  • I think there are three porting houses that have ported construct games in the past, maybe there are more that I never heard of, would be cool to have a list

    https://www.seaven-studio.com/

    https://www.ratalaikagames.com/

    https://mp2.dk/

    Looks like Seaven Studio might've finally gotten to the point of being C3 ready (according to their website). 6 months ago or so they were still only doing C2, so that's positive news.

    mp2 are booked out last I checked.

  • But for the time being I think third-party porting services is a pragmatic compromise.

    I was speaking with my publisher about this and apparently they use porting services for all the games they release, whether it's Unity, Unreal, GameMaker (hell, they've even published an RPGMaker game using a porting service). They say that despite most engines claims to support console exports, the reality is that it's a bare minimum sort of thing and not fit for release.

    The real issue with Construct 3 though, and is pretty much my main sticking point in continuing with the engine after this current game, is that there are only two porting studios that support the engine, and one of those isn't taking on new projects... so essentially we have one porting studio to get our games onto console. This is actually a pretty major concern. What happens if they also get too busy to take on new jobs?

    I'm not sure if there's anything that Scirra can actually do about this, but for me moving forward, I consider it a deal breaker.

  • yeah, I'm not too concerned about Linux and Mac atm. If we add that later I can just use platform info to pick it.

    Cheers for the answer :)

  • It's surprisingly difficult to find a clear answer on this, so I thought I'd ask here.

    Ashley, I've been asked by my publisher to store user save data in the AppData/Local folder and am currently using nwjs.username to point to it. This works on the computers I've tested, however, I'm also a tad concerned in case there's a scenario where this might point to a folder that doesn't contain that path as, in that situation, it will fail to create the full path.

    This is what I currently have on starting a new game:

    Thanks

  • Are you using Greenworks? I thought that only goes up to 0.71 (I'm only just looking at integrating Steam now, so I genuinely don't know)?

    +1 for this issue. Getting small lag spikes when using the editor.

    For me, it's mainly noticeable when autofill does it's thing - if I type out an object quickly and hit tab, sometimes it doesn't register all the letters and will pick a different object that starts with the same first letter. For example, I want to compare a condition with a 'bugWorm' object, so I quickly type 'bugW' followed by tab into the field, but it will pick 'bugFly' instead.

    Not the end of the world as I just have to slow down a second (literally just a second) to make sure it's filtered down before hitting tab.

    Though, I did have one lag spike yesterday and the editor never recovered. Had to revert to an autosave.

    Thinking about this though, I think it might be happening more the longer my project is open. It's not unusual for me to have the project open for +12 hours a day. I'll have to pay attention to when this happens in relation to how long I've had the editor open for.

  • Okay, it happened again, the exact same as last time. I added a variable to an instance that's sitting on a global layer. The editor then freezes for a second before jumping to that screen ^.

    Getting these crashes in project and c3p saves, with Edge and Chrome.

  • Just happened again. I'm pretty sure it was going to autosave and then just dumped me to this screen:

    I realized I'm using the app in Edge, so going to jump over to Chrome and see if that makes any difference.

  • Is the editor itself crashing for you, or just the preview? Since 308 I've had a lot of editor crashes, seemingly at random.

  • Hey Joe,

    One thing I've found with preview builds is they don't work a lot of time for me if they're in fullscreen mode. For whatever reason, I find that the previews run more consistently when windowed.

    Not sure if that's what you're dealing with, but thought I'd throw it out there.

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  • Hi,

    Since the latest stable build, I'm experiencing an unusual amount of crashes on my project. While a couple have given an error report and allowed a save before restart, the last two have, more concerningly, frozen the editor. Both times this occurred was just as the project entered autosave.

    As it's not really a reproducible issue that I can submit, I thought I'd check on here to see if anyone else is experiencing increase in crashes since the latest stable as well, or if it's just me.

    Cheers

  • Another option would be to have an entire event sheet dedicated to your debug events and include it in your main event sheet - then remove it before export. I like doing it this way as all debugging systems are located in one place.

    *Edit* Although re-reading your OP, I see that you're specifically concerned about forgetting to turn it off. If that's the case, stick to Wacky's suggestion.