— I find that the problems with streaming/recording are just an extension of the problems at large, e.g. fillrate limitations. Basically, when recording, the game is more likely to dip below 60fps, even on a very good machine. Even my high-end gaming laptop can barely run the game at 60fps and record at the same time (and that's *after* going through the shenanigans with the NVIDIA Control Panel to get the game to even use the GPU!)
These stutters/input lag have always happened afaik. I think it's a separate issue from the janking that's happening in later Chrome versions. Honestly, I don't even notice the janking amidst these other issues!
My question is: where do we go from here? I can't in good conscience release a game in this state. It's clear that minimal repros don't show the problems as effectively as 'real games'.
Maybe what we need to do is take some time to figure out exactly what it is in full games that makes the performance so bad. WebGL shaders was my #1 suspect, but disabling all the shaders in the game actually didn't have too much of an effect.
In 3 years using Construct 2, it seems like it's been constant battling with browser and wrapper developers. HTML5 is great, but we're entirely at the mercy of faceless megacorporations, usually with games not even being a priority for them. This makes professional development hugely frustrating. I can't commit to a release window because I have no idea when these bugs will be fixed. I can't commit to release on certain platforms (linux) due to some sort of driver issues.
The game is supposed to release in a few months but I'm afraid that eventually I'm going to have to delay it. Ignoring the fact that performance sucks for a lot of players, looking bad on youtube/livestreams is the worst thing a game can do, marketing-wise.