sqiddster's Forum Posts

  • Hey,

    In my game I have a cool 'portal effect' at the end of every level. Currently, it's done by drawing a whole lot of sprites that look like this:

    They are quite large and there's a lot of them, so it's a HUGE strain on the GPU fillrate - it's drawing something like 90% empty pixels for every circle! Add to that the pixel shader on each of them, and, well... you can see the problem.

    Recently I came up with the idea of using Canvas instead to draw the circles, however that option didn't work either - drawing a circle with a line width of >1 is apparently something Canvas can't handle too well without making a ton of draw calls. You can turn this option on in the capx to see the performance problems.

    Since it looks like attachments are broken at the moment, here's a temporary link to the capx (requires Canvas).

    https://dl.dropboxusercontent.com/u/41931267/SpiralCircles.capx

    So, does anyone have any ideas about how to draw a few big circles (of different colours) without melting the computer?

    Cheers!

  • my bad dude, was just trying to give my feedback / experience.

    Oh no problem at all, sorry if I came across as rude, not my intention. Really appreciate you helping out

    As for your email reply from Scirra - I can't see how it's an engine optimization issue. If it only happens in NW on certain OS's, and it works fine in Windows consistently, it must be a NW issue? Or am I misunderstanding?

  • there *are* unfixable issues with medium quality, hence I'm using high quality.

    Aurel I think you're referring to fullscreen scaling, which is unrelated to memory usage and can be changed at runtime. 80bit is referring to the image quality setting which effects how images are exported and cannot be changed at runtime.

    This whole thing is ridiculous - C2 uses layout-by-layout loading so memory usage isn't directly related to number of files. I've never noticed problems with memory usage.

    Measuring in the task manager, the game currently uses about 300mb RAM at startup and about 600mb ingame (presumably mostly from music etc). No idea about VRAM usage, in C2 debug it says about 50mb. That certainly isn't unreasonable.

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  • andreyin thanks, I'll try that out once I get mac access again.

    it's high quality. I don't see how that's relevant though, even if revering to medium quality fixes it it's still a terrible workaround and a bug that needs to be fixed.

    Anyone know how I can revert to 10.5 in the meantime? I tried putting my nw files from r184 in the nwjsforc2 directory but that didn't work.

    Thanks!

  • OK so I've put together a build that's basically just Airscape's objects without any events, layouts, families, etc. tried it on a mac and it red-bars literally every time. So at least we have a repro.

    Reckon you could point me towards a good place to put that so the NW people can get on it? Are they OK with getting C2 projects?

  • What do you mean by 'the argument trick'?

  • How do you know the limitation is specifically 'large number of files'? If that's really the limitation, we could probably come up with a pretty simple way to fill a blank C2 project with 2000 files, and post it as a bug report.

  • On mac, I've definitely had the same issue that you mentioned. I had no idea what it was, interesting. Guess I'll have to revert to 10.5 and suffer crappier performance ._.

    hmm. Have you talked with the NW people about getting it fixed? it's a pretty huge issue. Let me know if I can help you out in that regard by bugging them.

    What's up with 'hmm, maybe it'll break if you had more than 1024 files'? That's a horrible limitation to put on anything! If the nw people are saying that that's pretty disappointing.

  • So while the Intel issue is getting worked on, I want to look at performance (not jank necissarily, just raw fps) on good GPU's.

    Looking through this thread, Noga GeometriX are some of the users who have recorded poor performance on good GPU's.

    If anyone at all is willing to help with some profiling, or has any ideas about a good way to figure out what's going on here, please let me know.

    Cheers!

  • You'll run into trouble using pi/2 in C2, remember all its angles are based on degrees.

    And in cases where performance difference is marginal, like here, always go with the simpler/more concise option.

  • AnD4D Hey, yeah, I just cleared out my Dropbox recently. Had to happen eventually, I'm afraid.

    Anyway, I actually have a much improved version! Lightning-fast raycasting

  • Quick way to check for sure: make a new project with next to nothing in it. If it runs at 40, there's an issue somewhere.

  • Cool idea! The manual can sometimes be pretty brief so it would be good to have a central place with some more expanded knowledge.

  • TiAm 'suck' is relative. They won't be as good as a dedicated GPU, but they should certainly be better than a 2 year old Android tablet GPU...

    GameThirsty those are pretty much the specs of my laptop. It runs well on mine when the card is enabled. Was it enabled for you by default or did you have to play around with the NVIDIA settings?

    On a separate note from the Intel issue, I would really like to hear from anyone who's noticed bad performance on a decent/good setup (i.e. with a recent discrete GPU). This might point towards another problem.

  • I find that hard to believe, especially for 2D games. Every 2D game I've played works wonderfully on the iGPU. I don't think that's an accident. 20% of Steam users is not a small number.