Spinning Dorito's Recent Forum Activity

  • Is there a way to disable preview in editor? It looks quite messy and makes level editing hard.

    -edit

    other than disabling "preview effects" alltogether

  • Introducing moderate load will have Chrome break apart much faster than Edge. Also chromium has multiple open issues on this that confirm it's not working properly. There may be additional issues on older hardware, but everything I have tested show the same results with my jank test where you can increase load to find the breaking point.

  • The hopping skull test shows the differences pretty clearly and is a very minimal project. Also shows jank on the devices that didn't with the sbperftest.

    CC 600 spawns/frame without drops

    C2 on EDGE 150 spawns/frame without drops

    C2 on Chrome or NWJS 50 spawns/frame without drops

    If you want to make a desktop app, the game load is going to have to be at 1/12 of the load compared to the native CC to be jank free.

    If Chrome gets sorted to the same level as EDGE, the C2 NWJS export will be at 1/3 of the performance compared to CC, which starts to be acceptable.

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  • As ever, you can make a minimal repro of a problem and file a bug with Google directly. I just checked again and in Chrome, for me, sbperftest's jank meter is locked on 0ms, indicating perfect v-sync. I presume there is something device-specific about any jank issues, and v-sync is implemented in the Chrome browser anyway, so it makes more sense to cut us out of the process and take it up with them.

    I'd like to see some screenshots of people going through a round to see what the max jank is for each user, then also post their monitor refresh rate, OS and specs.

    Would you happen to have a 144hz monitor Ashley ?

    --edit : The refresh rate might not be relevant.

    Tried the test with a laptop and it ran once through with showing 0 on the jank, then updated chrome from 61 to 62 and it started showing random 16ms janks here and there. The change after update might be a coincidence tho.

    --edit:

    Desktop i5 GTX960, 60hz, Win10, Chrome 62 - Random jank throughout the test

    Laptop Zenbook i5 GTX940, 60hz, Win10, Chrome 61 - No jank on the test, Chrome 62 - Random jank.

    Laptop MacBook Air i5 Integraged HD 5000, Chrome 60 - No jank on the test

    Will try to cross reference each of these, but start by trying NW.js with chrome versions 60 and 61.

    Is there a capx for the sbperftest?

  • This is what I've been saying all along - making our own native engines won't necessarily solve any of the problems people think it will.

    To move the issue at hand toward a solution, ideas on how the chrome issue could be resolved are welcome.

    I've starred these:

    https://bugs.chromium.org/p/chromium/is ... ?id=422000

    https://bugs.chromium.org/p/chromium/is ... ?id=460919

    ,but wonder if there's something else that can be done.

    Is hiring a coder to fix this on a custom one off NW.js build for my game a feasible backup plan?

    EDGE runs rock solid dt 1/60 for extended periods and feels so much better than an NW.js export.

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  • >

    > Would a call for another wrapper fair any better than a native export?

    > Make their own using Node?

    >

    Just thought I would point out something.

    Multimedia Fusion also suffers from this janking as seen in this thread: https://community.clickteam.com/threads ... tus-thread)

    So, I guess this is an example of a native option not being a solution.

    Native is one solution, but like with all things, it's possible to make mistakes so Fusion 2.5 is unable to hit monitor vsync accurately at all times. In this case the engine vendor can fix the problem themselves. I hope Fusion 3 will have fixed this completely.

    In case of Construct 2, the problem is that the ball is on Chrome. The issues are known and at least there's a promise that "there's work being done on it". I'm hoping for the best but not holding my breath.

  • -

  • Edge was particularly good IIRC.

    After keeping an eye out for frame drops, it seems like EDGE is clearly superior to Chrome in hitting VSYNC consistently. In fact I never notice a stutter or a missed VSYNC when testing my game on EDGE. It refuses to miss a beat unless you deliberately stress it, but then it will drop frames consistently too.

    The bug reports on chromium also seem to indicate that when Chrome misses the beat, it's not gonna be 1 frame but possibly more. From what I understood, it could still have a 2 or 3 frame gap between a correct VSYNC and a missed beat after which Chrome gathers itself and composes the image. It would go like frame 1 on sync, frame 2 misses vsync, gets DT of 33, but is composed a total of 2 frames later compared to frame 1, so this makes the jankyness even more pronounced when the correctly DT adjusted frame is displayed with additional delay, then the next frame hits sync and is shown "early" compared to frame 2.

    By association all NW.js projects suffer from this, so it's important to find a way to push improvement to chrome or possibly find a way to hax NW with a temp fix until it's sorted.

    -edit

    these are the issues on chromium. Latest comment does indicate there's work being done, but the more stars these have the better:

    https://bugs.chromium.org/p/chromium/issues/detail?id=422000

    https://bugs.chromium.org/p/chromium/issues/detail?id=460919

  • https://bugs.chromium.org/p/chromium/issues/detail?id=642386

    Get everyone to star this. Also maybe a comment should be added that this affects all games exported with NW.js?

    -- edit

    Game capture works with NW.js v0.13.2 (Chromium 49)

    Task manager showed 2 NW.js processes and I was able to see what the other one was with OBS:

  • -

  • Checked that my project had 5816 files in the animations folder so figured I'd try this too. Adding an animation with 200 frames caused preview to fail in Chrome and NW.js, so I can confirm that it breaks at 6000 files.

    Chrome seems to have a purpose built constraint: https://codereview.chromium.org/18541

    This doesn't affect me right at this moment, but will be hitting that limit pretty soon.

    --edit--

    Since it seems this bug has been closed as "won't fix" before, here's some points of reference:

    This is nethack assets:

    There's 800 unique items without animation.

    It's not at all uncommon for a commercial game to have more than 6000 total animation frames.

    More:

    Single character in street fighter: https://orig00.deviantart.net/ff4a/f/2011/223/a/1/cody_sprite_sheet_from_sfa3_by_anis91-d466t6q.png

    Also the Space Blaster demo provided with Construct has 274 files in the animations folder, that's 4.5% of the maximum.

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Spinning Dorito

Member since 12 Oct, 2014

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