TiAm's Recent Forum Activity

  • I'm really hoping we get support for google saved games at some point; it would be crazy awesome to have a reliable, device-agnostic, cloud based solution with tons of hack-proof storage.

    https://developers.google.com/games/ser ... savedgames

    http://android-developers.blogspot.com/ ... cloud.html

  • The dirty little secret with Apple devices is that their specs are often very underwhelming vs their cost; case in point, no iPad or iPhone (except for the iPad Air 2) has more than 1GB of memory, the same amount I have in my $20 android phone. Most decent androids have 2GB now, and flagships usually have 3GB.

    iOS doesn't have as bloated a footprint as android, which is part of why it runs so well, but that still leaves you with precious little memory. In combo with being a 1 layout game, you're playing with fire. What is your estimated footprint for your project in C2? If it's over 250MB, I'd be worried.

    might be able to give some guidance too; I wonder how much memory Star Nomad uses?

  • Having actually used OBS a bit now, I can say that it really does work great, and is the first screen cap software I've tried (including fraps, which used to work) that is able to capture 60fps gameplay with dropping frames. That it encodes on the fly into h264 is even better. And while it's very powerful and flexible, it's dead easy to use and understand (often the weak point of open source).

    sqiddster

    You have an SSD and an i5/i7 right? Just go to 'encoding' and set the bitrate really high, like 25,000, 30,000 or 50,000. The quality will still be really, really good...enough for promo videos, and overkill for youtube. Better than capturing a microscopically sharper image with another program that lags and drops frames.

  • > We didn't enable Crosswalk 11 until recently in the XDK, so my guess is you are building it yourself via the command line.

    >

    >

    Wait, what? I just updated XDK, but I didn't see Cwalk 11 as an option. How do we build with it?

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  • IE11 does not support webAudio. There are workarounds using the basic audio capabilities of html5, but as you've found, performance is neither good nor predictable.

    The next IE/Spartan will have support for WebAudio, along with a host of other html5 standards M$ has so far ignored. It's unlikely that such features will be backported to IE11...though I'd love to be wrong about that.

  • Ashley

    Over on the chromium bug report for this issue, rtoy brought up the following issue:

    [quote:3ps4qm9u]One additional item that can cause slow decoding. If the sample rate of the encoded audio files does not match the sample rate of the AudioContext, the audio file is resampled to the sample rate of the context. A high quality sinc resampler is used for this and can consume quite a bit of CPU.

    So for those who reported slow decoding using the example URL, it would be good to know what the context sample rate was. (You can go to http://rtoy.github.io/webaudio-hacks/tests/osc.html which plays a tone and also displays the context sample rate.)

    Could you work up a new version of the audio decoding test with 44.1khz and 48khz samples, so that test takers can eval both?

  • OBS for me. It's open source, free, has tons of features, and is the only recorder I've used that can capture 60fps without lagging gameplay.

  • All existing C2 content already has Ogg Vorbis audio. Switching format to something like Opus would be tricky because everyone would have to re-encode/transcode their audio files.

    That's true. I hadn't considered that. Trans-coding low bitrate files = bad.

    Vorbis is still a great codec too. If this idea works out, and we can use ogg everywhere, and get faster decoding on android...I'll be happy.

  • To be perfectly honestly, intel gpus, while vastly better than the iGPU's of old, still suck.

    I did a little googling, and it seems that intel iGPU's generally fall behind on performance and stability with OpenGL, which is the basis of webGL.

    The solution is...there is no immediate solution. It's not just you.

    On a personal note, ATM I'm looking into getting a GPU for my system because I've been having a host of display problems with my intel HD4000, including in Krita, the C2 IDE, and in my VM linux machine hosted on the same system. All are minor, but annoying, and I'm pretty sure they are all related to the shortcoming of my intel graphics driver, which is unlikely to get many (any?) more updates.

  • Really good idea.

    +1

  • Here's another program for generating optimized 8-bit png's:

    http://pngquant.org/

    Get the windows GUI PNGoo.

    This uses a different algorithm than C2 to decimate colors. In some cases, it can generate better quality, with roughly the same image size as C2's 8-bit mode.

    Either way you go, in many cases the difference between 24bit and 8 bit are indistinguishable.

  • asm.js has been proven to reach close-to-native speeds, and puts control of audio decoding in our hands (e.g. we can run it over multiple threads with web workers, instead of hoping the browser does that). It would have other benefits like allowing platforms that don't support Ogg Vorbis but support Web Audio (Safari, soon IE) to use the Ogg Vorbis files for sound effects. So it's something I'm interested in looking in to even if this bug gets fixed. And if it doesn't, then we can work around it ourselves too.

    That sounds awesome, especially since it would let us use open formats on Safari and IE.

    Since you are willing to consider this, have you looked at opus at all? I don't think it's that much slower than ogg, but it allows for some hefty reductions in bitrate, especially for vocal content (nearly transparent at 32kbps).

    http://en.wikipedia.org/wiki/Opus_%28audio_format%29

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TiAm

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