sqiddster's Recent Forum Activity

  • Arima yeah, that could work, but by the replies on this thread it seems like it is a well-acknowledged problem. Do you get this issue in your games?

  • Hey all,

    So something I've been noticing in my game is that when C2 is reporting framerates lower than 60fps, the game becomes crippled extremely quickly. Any framerate below 45fps severely hampers gameplay, and 30fps is completely unplayable.

    Why the heck is this? Plenty of games pull off ~30fps completely fine, but for some reason, C2 games simply cannot cope. Is this a HTML5 thing?

    I wish I could provide a more concrete example but since there's no way to manually throttle FPS in C2 I don't see a way to do it.

    Am I the only one who notices this? Can anyone else with a fast-paced game confirm this?

  • Thanks Ashley!

  • C-7 I've managed to do it (I think) and I've sent Ashley an email. You can look at the .caproj in a notepad editor to show exactly what third party elements you are using.

  • Aphrodite I have done the low quality resolution change thing, but the issue with that is that it makes the whole game look like rubbish if the res is too low.

    linkman2004 I don't have any experience outside of C2, but I don't see why rendering a layer at low res, then scaling up, is more expensive than rendering the layer at high res.

    Regardless, it's definitely an issue in an engine that doesn't support vector rendering. Even a full screen colour or fade is a huge load on a GPU.

  • I've been running into quite a few performance issues with my game lately, especially on integrated GPU's, and most of them are solved by heavily reducing resolution of the game (i.e. changing fullscreen scaling to low quality, then scaling the canvas down while keeping the window the same size). This leads me to assume that GPU fillrate is the primary issue.

    For those unfamiliar, AFAIK fillrate is simply the amount of pixels the GPU has to draw - at higher window sizes this increases exponentially and can be very straining if you have a lot of layers of content, as I do in my game.

    A great solution to this issue would be being able to render objects/layers at a smaller resolution, then having the engine do a cheap scale-up. Many layers, e.g. backgrounds, and many objects, e.g. full-screen overlays, do not need to be drawn at full scale resolution all the time. Currently there's no way to do even a simple fade-to-black effect without a complete screen of pixel fill. Over 50% of my layers could easily get away with a significant resolution reduction and the performance implications (especially when you consider shaders) would be huge.

    I believe that this could also possibly help performance on mobile devices, something I'm not personally concerned with but I know many are.

    Is this something that's technically impossible to do in the engine?

    Does anyone else agree that this is an important feature to have?

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  • Ashley All right, it's just that I have to manually delete every level that has the shader. Shouldn't be too much of a , just a bit time consuming.

  • Ashley my project uses a ton of third party plugins and a third party shader. Are you able to look at the project without having them?

    C-7 do you use third party plugins/shaders? Maybe you could send your project.

  • Problem Description

    In release 181, Construct 2 has become unusable for my large project - I'm on a very powerful machine, but doing any actions in the layout view OR the event sheet view causes constant 0.5-1 second freezes. My laptop fan flares up like crazy during these freezes.

    I've tested both r180 and r181 with the same project, on the same machine, one right after the other, with no other apps running. The difference is huge.

    I've uploaded a video to show you what the freezes look like.

    Here's the video.

    Affected Browsers

    N/A

    Operating System and Service Pack

    Win 8.1 64bit

    Construct 2 Version ID

    r181

  • Shouldn't events in functions count as top-level events? In that post Ashley mentioned that exceptions were made for triggers and groups...

  • Thanks blackhornet, I will look into it.

  • newt it's a bit difficult to explain why I can't change it in the creation event - basically it needs data unknown until all of the objects have been spawned.

    OK so it's definitely just an engine limitation. I tried to search the forums but couldn't find anything on it - Can anyone link me? I'd need more details (like what defines the next top-level event) before I can find an effective workaround.

    Thanks guys

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sqiddster

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