sqiddster's Forum Posts

  • it might be the case that turning webGL off has similar symptoms. I haven't done much testing with that.

    czar this thread has revealed that not all FPS are equal. 30fps with the strain on the GPU feels very different than 30fps on the CPU. The reason for this is dt variation.

  • C-7 Wouldn't that be more performance intensive though?

  • Apparently Chrome is a multi-process browser so this is normal. I dunno why, or if it matters

  • Rable to be honest I don't know a lot about mobile devices. If you can show that your dt is varying wildly it's likely the same problem, but if it isn't the problem probably lies somewhere else.

  • Great job guys! Really enjoyed it.

  • Aurel collisions aren't the only thing hurt by this dt variance. It also makes the game feel like a nightmare to control, and be basically unplayable.

    Ashley are you still looking into this?

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  • Problem Description

    An object with the bumpmapping shader will clip when on a layer that's parallaxed and rotated.

    Description of Capx

    Move around in 8-directions and use the <> keys to rotate the layout. Note the clipping on the bumpmap.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    r184

  • Ashley the best way to produce GPU throttling is to render lots of low opacity fullscreen sprites. The window size will affect this test. In my lagIssue capx I do this and it throttles the GPU pretty effectively (interestingly though it doesn't create as much dt variance as a real game. Maybe shader use also has an impact?)

    My observations also mirror in that it seems to be pretty much hardware-independent.

  • Yeah, I notice bad performance particularly on integrated graphics, but that's probably just because they are weaker in general.

  • Aurel didn't you say that you had some events that reduced timescale to 0.8 when below a certain fps? Maybe that's impacting it a bit?

  • Whoa, Aurel's dt log is even worse than mine! 0.89 to 0.01? Madness!

    So, at least I'm glad that there's a real issue, and it's not just all in my head!

  • Yep, totally agree. The problem definitely lies on the graphics side. Are you still sure it's a Chrome issue?

  • I'm not getting huge variation in Ashley 's demo (It's around what got), how exactly is that demo trying to throttle? If it's just spawning a lot of objects with Sine motion, it's probably CPU lag more than GPU lag.

    I'm pretty sure fillrate is the limitation that tends to cause these huge inconsistencies, since reducing the window size *always* helps with it.

  • Of course it's possible, you'll just need to be a bit clever. It depends a lot on your backgrounds, any parallax, etc.

  • OK, back to the original issue - as a refresher, basically we've noticed that some lag is worse than other lag.

    I've done some datalogging in three settings: CPU lag in the lag demo already provided, GPU lag in the same demo, and my game Airscape: The Fall of Gravity. At 30fps, here's what I noticed purely based on 'feel':

    CPU lag: Felt perfectly fine, exactly what 30fps should be.

    GPU lag: definite weirdness

    Airscape: Absolutely horrible to control, nightmarish. Felt more like 5fps than 30fps.

    Here are the dt logs I've made: [dt logged every tick]

    CPU lag: very little deviation between dt

    GPU lag: a fair bit of deviation between dt

    Airscape: a LOT of deviation between dt

    Ashley hopefully you can do something with this. There's definitely evidence here that something's wrong.

    Everyone else, I've attached an updated lag test that you can use to test on your own machines. Bonus points for attaching to your games ( Aurel I'm looking at you )