TheRealDannyyy's Forum Posts

  • Heads up if you're planning to use or already use NWjs v0.33.0, Gamepads might not work right. I'd recommend waiting for a sub version (v0.33.3) or waiting for the next major release before updating.

    This has already been reported by Ashley and fixed in nightly builds.

  • > I've tested the runner example again and there is no difference at all for me. It's stuttering like hell as it did before the hotfix, guess we made no step forward from the previous issue (High-end Win7 PC, Fullscreen mode).

    Did you try disabling the text update every tick? that helped a lot for me.

    Wish there was some way that Construct could auto generate a sprite font. Tiresome doing it in 3rd party apps and importing over and over when you wanna tweak sizes, color style etc.

    I rarely use text object at all anymore except for debug purpose.

    Removing it and any other objects or events makes no difference on my end. There is something wrong with Chrome internally but without more concrete ways to reproduce this, there is no way to do a proper bug report. This topic is also kinda all over the place with completely different causes, mostly speculations, not making it any easier to narrow it down.

    Anyway I guess I'll keep using M68 for my desktop exports and wait for future releases to fix this.

  • I've tested the runner example again and there is no difference at all for me. It's stuttering like hell as it did before the hotfix, guess we made no step forward from the previous issue (High-end Win7 PC, Fullscreen mode).

  • Chrome 69.0.3497.92 with performance related hotfixes just got released. Might want to re-run the available tests in here and see if it's fixed.

  • Ashley Just wanted to quickly ask if this will be backported to C2 sometime in the future or will it remain C3 only?

  • Would it be worth it to open up an issue/feature request to get PS4 Controller support in Chrome with DS4 Source Code as a reference? Any opinions?

  • > Is there anything to know in order to export NWJS projects that would work with older Windows versions like XP or Vista ?

    As far as I know 0.14.x is the last that support XP. You have install a 0.14.x Version.

    https://www.scirra.com/nwjs

    Yep, here is their blogpost with more info about supporting older OS's.

  • Last I checked Sony did not release a gamepad driver for Windows, essentially deliberately not supporting PS4 controllers on Windows. So to support it out of the box I think the browser would need to reverse-engineer the controller driver, which might be a big job.

    That's right but I've seen software which was using a "wrapped" version of DS4 (input emulator).

    It's possible to support PS4 controllers out of the box but I doubt that Chromium would be interested in implementing a 3rd party solution into their browser.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It's working for me with my Xbone controller! PS4 controller does nothing yet.

    This is an ongoing thing from what I could understand. They'll probably keep updating it like the rest of their gamepad API's but mostly on the side without any major announcements (probably when they start focusing on VR controller support again).

    If you or anyone else reading this would like to release a game on Steam, just use the "Partial Controller Support" tag to be on the safe side of things. It's always a slippery slope with gamepad support on the Web.

  • Some games i've played, mostly older poorly optimized 3d games uses tripple buffering to even out the framerate a bit. Is that something that could help in these cases? and is it worth it for a bit more vram usage, depending on what type of game and platform you're targeting?

    From what I understand Tripple buffer is sometimes used to smooth the experience, similar to v-sync?

    Does the web even offer this feature?

    I mean you can't even take control over default V-sync to for example, simply enable/disable it.

  • I think everyone's jumped to conclusions on this. The profiles actually show that GC is not the cause. The profiles show a long frame, and only a tiny amount of time taken up by GC. For example the profile posted by TheRealDannyyy shows a frame taking 68ms, but GC only taking 8ms of that. Why didn't it schedule another frame in the remaining 60 ms? It looks like it could have done, because it wasn't busy doing GC, but it didn't. Right now we don't know why, but it is too early to blame GC, especially since it looks like GC finished quickly with plenty of time to spare. ...

    Ashley Why would GC do any work at all? I'm for incremental GC if necessary but in Chrome 69 those GC calls seem to be all over the place, regardless of available system memory, it's almost like GC is always under pressure to release memory.

    I couldn't find a more reliable example besides the one I posted before, could reproduce this on Win7; 8gb RAM; GTX 1050ti (4gb); Quad Core Cpu 3,6ghz. Taking a quick look at the open bugs for M69, looks like it's quite broken with several performance related problems.

    Again, I think best thing would be to wait and see if a hotfix will solve all the issues including this one.

  • Hmm, weird. This totally fixed it for me. Here is the comparison, it still does indeed jank twice for some reason (it still says GC actually) but then it runs buttery smooth.

    That's the issue we're all complaining about, GC shouldn't do any work at all (cause jank), especially not on systems like mine with more than enough memory available.

    Again best thing would be to wait for hotfix patches over the next days in my opinion.

  • This is interesting. I tried your example and... it´s not janking. The autorunner on the other hand is janking almost like a clockwork. This got me thinking... where is the difference? First I nuked the entire event sheet of the autorunner, the jank was gone. After un-nuking it and more carefully killing off event after event I was left with a single event, with a single action.

    (Duh, why can´t I add more than one image to a post :V)

    Anyway, after replacing the regular text object with a spritefont, the jank is entirely gone (apart from two janks right at the beginning) Could that be it?

    I removed any text objects found inside the example and could still reproduce, this ain't it unfortunatly.

  • I'd say we should wait 1-3 days for any hotfix patches.

    Personally not really seeing a point in creating a report with a HTML5 example that's using a single rotating sprite.

  • Let me rephrase.

    Make a test where objects aren't destroyed.

    Not a common method for Construct, but often called object pooling.

    Did it, removed everything except the rotating sprite (needed for canvas refresh) and it did jank again.