ome6a1717's Forum Posts

  • Ashley - if the GPU fillrate is bottle-necking literally everything, then how do we fix it?

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  • jobel - the largest image is 640 x 360 (only one of them - the BG). I have probably about 1000-1100 objects (600 are invisible menu items) and only a few (maybe 30-40) are on the screen at a time. None of them but the player has any behaviors (platform) and one tilemap that has solid. Layout is about 4500 x 2600.

  • Ashley - Thanks. I've emailed you a dropbox link for my capx file. You're likely right that it's a fillrate issue, however , my layout size is 4500, 2000 (resolution is 640 x 360). I'm using 4 layers that each have a tilemap on it (3 are the same file, 1 is a collision tilemap), and I do have 1 layer that is set to force texture with maybe 20-30 sprites that have destination out on it. I'm also using maybe 10-20 sprites that have the additive blend mode.

    If those are truly what's causing the problem, to ME that literally means that using tilemaps or any blend modes in general should be prohibited for anything that isn't a flappy bird or mario-type game.

    Ironically enough, when I deleted all of my "light" with destination out sprites, it didn't actually help anything.

    - Unfortunately, no. It's pixel art with almost nothing having any behaviors or effects. The particular layout is 1 enemy that has no events to it, and I've disabled the groups for all other enemies. I'm not using super heavy fx, or any large objects. Most sprites are either a tilemap or static.

  • jobel - true, but I've tested all of that (deleted most of my objects, turned off all effects, AND disabled code and collision checks) to no avail.

  • newt - not borderless fullscreen, but maximized.

    Ashley & Elliott - I usually don't like to do this, but I'll happily send you my capx (is there a way I can send it without posting it publicly? We are releasing on steam soon and I'd prefer for others not to have my capx file )

    Also if it is fillrate-bound, how is that combated? I assume that's what it is since if I minimize to the standard resolution (640 x 360) I get a constant 60 fps, but that's a bit unrealistic to play at, and even using low settings it doesn't change anything.

    Jase00 - only 2 cores (i7 Surface book), but I believe HTML5 can only use 1 no matter what.

    - Honestly I would LOVE for it to be my bad programming, but if I disable all of my code the fps doesn't really change much. Unless, however, disabling is different from actually deleting it.

  • Ashley - Yes, mine is hardware accelerated. I think that's kind of our point - for the game I'm working on, my CPU never goes above 50%, my RAM is always less than 40mbs, and I'm not using any effects, yet somehow I'm unable to get a constant 60 fps (sometimes I sit in the 30s). If not HTML5, CPU, or GPU, what else could be causing something like that?

  • Ashley - I'm just curious; how are you finding the GPU's that are blacklisted? When I search Chrome blacklist into google the only thing I can find is this:

    https://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists

    Assuming this is correct, it seems to be only if you have drivers that haven't been updated in 8 years (or a couple cards I've not even heard of).

  • The short answer is "HTML5 and Node-Webkit (which is our only source of creating an executable) is not the best combination for a medium to large-scale game". I know this because I've released 1 on steam and have 4 more titles pretty far into development (from FULL blown high-res vector art to pixel art).

    That being said, C2 IS the best editor in game development, period. You will never find something as intuitive and easy to learn while requiring no code, and for that I completely commend them. However, if you already are familiar with C# or any other languages, it's worth using a different editor and engine.

    During testing of my first project, most users with bad laptops could run games like Ori and the Blind Forest on high, yet my simple vector art or pixel art game with very few assets could get a max of around 30 fps.

  • justifun - No, unfortunately it's running webGL

  • UPDATE - I had a friend test an HTML upload; interestingly, he said it chugged pretty hard in chrome (not webkit), but on IE it ran smooth as glass. He has the same laptop I have, as well. When he did a test for cpu and memory (in game), he said CPU was at 99% and memoryimageutil was at 0 (which seems odd to say the least).

    There has to be some sort of solution here...

  • Colludium - interestingly enough, integrated graphics from the intel chip run ~45-55 (every once in a while even hitting 60). I have no idea what that means...if my graphics card was blacklisted by chrome, wouldn't it not be good in chrome as WELL as nw?

    tunepunk - I've tried deleting all of the offending sprites with layer fx on them to no avail. The layout is only a couple of small rooms, too. It's not nearly as massive as anything else will end up being (or already is!)

  • ErekT - I'm actually using the tilemap object as my solid behavior. That should be fine, though. It would, in theory, cause more collision checks in the debugger of that were the case, and in theory that would spike CPU.

  • Thanks for all the responses!

    faulknermano - The only "effect" I'm really using on this particular layout is forcing own texture with a giant black tile over it (for darkness) and maybe 10-20 sprites that have destination out on them for a light source. I also have maybe 20 sprites with the additive effect.

    oosyrag - total system memory use of nwjs is ~15mb. I've tried it on 1 other machine but I'm not counting it because it's nearly twice as powerful as this and runs at 60fps .

    I DO however have a ton of layers that are invisible (I have a ton of menu systems so I created them on a "start" layout and set the layers to global - then toggle them invis/vis when being used). It's probably around 400-500 objects, but the code isn't being touched until they're out (and even when so, I have everything in functions that applies to button presses).

    nemo - I've just disabled ALL of my code and my fps is 20-30.

    ErekT - I don't really have any effects on static objects aside from the destination out and additive blend fx. I've tried low quality but it actually does look a bit worse and doesn't help any.

    NetOne - I thought it was collision checks but I had another layout that (embarrassingly) had around 4000 collision checks per tick....and that ran just as poorly (if not BETTER)

    I am spawning rain fx, but its getting destroyed (the object count never goes above a certain number). And trust me, I've stressed test construct like crazy, I need THOUSANDS of collision checks on a loop to start seeing any fps droppage on most games.

    To answer you questions:

    1. on edge I actually get 60 fps (strangely enough the edge isn't using my graphics card....it's using intel chip)

    2. same; ~30 fps on both exported and preview

    3. the only one I've tried gets 60 but like I stated few people have machines with that kind of power.

    I have also just recently updated my graphics card, too (as in yesterday), so I don't THINK it's that...

    So here are my guesses?

    1. Capx file is corrupt and I need to rebuild it

    2. I have 3 sets of tilemaps on top of each other; maybe there's some kind of rendering issue when you do that?

  • I've developed quite a few titles using C2, and I love it as an editor, but for some reason on my current game I'm at a bit of loss as to why my fps is so low.

    I'm currently trying this on my laptop; it's a pixel platformer. At 100% size (640, 360), I'm using ~11mbs of video ram, and the cpu is anywhere from 10-20% usage (~70mb at fullscreen size of vram). I have around 1000 objects in the layout, but only a a few of them visible on screen at a time (most are UI elements that are on a global layer and hidden). My collision checks are relatively high (~60-70 per tick), but that seems to be about as low as you can get using the platform behavior.

    My laptop is a surface book with an NVIDIA GTX 965m; TWO gig of vram and a high end i7 processor.

    Now, that being said I do have a lot of relatively complex code, (camera functions, player movement, lots of weird overlap checks etc.), but even disabling most of the code doesn't seem to change my fps. It starts around 40-45 fps for the first 15-20 seconds and then randomly drops to ~20-30 consistantly (only occurs when maximized to full screen). If I scale back to 100% (640, 360), I obviously get 60 fps no problem (just can't see anything since my resolution is 3000 x 2000).

    I'm using node-webkit (latest april version, but it appeared on early versions as well). However, if I try using in chrome, I'm able to achieve around 50-60 fps but with ~80% cpu usage. This will be a steam release, which means I NEED to use node-webkit since there is no other available wrapper.

    Any suggestions? Thoughts? Words of encouragement?

  • newt - yeah as usual that's a better idea . I'll give it a try. Thanks!