Spinning Dorito's Recent Forum Activity

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  • The bottom left number is the dt when the test drops from 60fps, sorry that was a bit unclear. If that number is not updating, they're running at solid 60fps. Only when it says "JANKY" it's running sub 60fps.

    I've gone ahead and checked issues on Chromium that could possibly relate to jank from vsynctester.com - also starred some of them.

    There's also talk about the --disable-gpu-vsync flag that I haven't been able to get to work.

    On my desktop the CC version can show 3 times as many sprites without dropping frames than on IE, Chrome or Firefox.

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  • Props for doing an RPG. I have a soft spot for ISO stuff too, so gonna look forward to how this turns out.

  • Short version:

    "this is a string"

    & lets you combine different types of things, like string, number and expressions like:

    aThing.name

    sample: "You got" & player.PickedCount & "X" & aThing.name

    which can result in: You got 5 X watermelon

    long version:

    https://www.scirra.com/manual/78/expressions

  • Does this help?

    "this is: "&aThing.name

  • That works, thanks. This is gonna add great value to my game.

    One more thing:

    Can this effect be applied to the whole project? (instead of adding it to each of the layouts)

  • Can you try this on edge?

    http://www.vsynctester.com/

    Chrome result: Occasional spike off the charts, some small spikes

    Firefox: Some small spikes

    Running these side by side: Chrome and Firefox do the small spikes in unison (interrupted by OS background processes?), but Chrome's off the charts spikes I cannot explain.

    As for the 16/32/64ms thing, it's from VSYNC. If anyone has a above 60hz monitor, they could try to see if there's more draw windows and thus less janky switch when missing a draw? People have reported that a higher hz monitor increases the fps cap to the monitor refresh rate.

  • Any idea if there's a way to have an on/off toggle for this effect so that in the off state fullscreen scaling would be low quality. The goal is to have the normal state of the game look like it's true 400x224 resolution.

    The only solution I've thought of is to have separate executables for with effect and without

  • On my Windows 10 PC it shows consistently one color. It drops a drame about once every ten seconds. That's about the same as our old native engine in Construct Classic managed. So we have reached parity with native.

    (Why would a native engine drop frames? The OS has dozens of threads to schedule, and sometimes it might just schedule some work somewhere else and miss a 16ms frame deadline. Often if you go fullscreen the OS boosts the process priority and this happens less.)

    That's a crazy logical leap.

    Same as what your native engine did 7 years ago on hardware from that time vs. what your brand new engine on state of the art computers does today does not mean you have parity with native. Here we have newt saying his 8 year old computer can't run a nearly empty project with acceptable performance, on which the same test made with construct classic should work flawlessly.

    I can have DOOM (yes the new one ) idle at rock solid 16ms and max 20ms if you start playing (windowed or not), but a nearly empty construct project will keep consistently missing vsync which causes it to have a sudden 32ms frame here and there.

    Can you have adaptive vsync? Can you draw a frame at 17ms?

    Does Chrome and by association NWJS get low process priority? If so, can this be overcome?

    The jank might not be the fault of Construct, but it relies on technology that cannot in it's current form reach parity with a native engine.

    Please correct me if I have misunderstood something.

  • Last I checked, most browsers could v-sync reliably to within 0.1ms. I'd be interested in any .capx examples I can try out. It's also important to say which browser and OS you're testing on.

    https://www.dropbox.com/s/tyfj5687kmvf8 ... .capx?dl=0

    Windows 10

    Chrome Version 61.0.3163.79 (Official Build) (64-bit)

    HW: desktop i5-6400, Geforce GTX960

    It randomly shows frames of 2/60 if minimum framerate is 30 and sometimes 3/60 if you lower the min fps to 10.

    Why does it drop to 30fps from a slightest irregularity? I'd rather show the next frame after 17ms instead of 32ms.

    This shows noticeable jank while scrolling fast and when there's a sprite trying to flicker at 60hz.

  • I don't really get the dt>1/40.

    Seems like that would look janky by default.

    The point is that dt>1/40 should never trigger. If my little jumpy square switches colors, it means something's wrong.

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Spinning Dorito

Member since 12 Oct, 2014

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