q3olegka's Recent Forum Activity

  • New Runtime as is still on Alpha testing

    Yes, but I thought that fps would be roughly equal

  • Hello. I did a small stress test to check the performance. Result:

    C2

    8500 objects count

    40 fps

    C3 (new runtime)

    6500 objects count

    30 fps

    With a smaller count of objects, C3 produces a lower FPS than C2. Why?

    C3 c3p - drive.google.com/open

    C2 capx - drive.google.com/open

  • Ok, but how do I fix it? (Chrome)

  • I have a micro-delay at the beginning of the page load. And after that point, my fonts change

  • Some more tests...

    wow, excellent tests)

    but what is the conclusion? The lag is related with the vertical sync? But why in other games on C2 such a there is no? Even in the same dynamic games

    I cant find it now but there is a years old Chrome bug thread related to vsync issues when running multiple monitors

    at the moment I know for sure that:

    • problem in all browsers
    • microlags are more noticeable if the computer (phone) has low performance at the given time (let's say many third-party programs are open)
    • I only have two games with this problem, with the rest of the similar games there is no such problem
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  • UPDATE: I just tried the same experiment on my laptop at home. I've got a fairly fast rig but unfortunately I'm seeing the same jerkiness on my secondary monitor AND my laptop monitor.

    Thanks for the test. So the problem remains?

    I'm wondering if someone else will create the same game and if this is a problem of v-sync, as Ashley says, then the lags will not be lost?

  • You right. But for 2 years of using C2 I made a lot of dynamic games. Even when the level of my knowledge was very low and I did not care about optimization, I did not encounter such a problem. It happened literally in the last 2 games. For me it's very strange, so I applied to your forum.

  • You write about the performance of the project in vain, because, as you can see, I just started it and did not care about optimization at all. All the points about which you speak, do not in any way affect the problem with which I addressed the forum.

    The "rockFam" objects do not change the size every tick, they change the size only at the moment when their end becomes "viewportRight", only at this point 2000 pixels are added to their width, which does not affect performance in any way. In future i will re-positioning of background instead of resizing them

    I do not really understand how to create a game runner and do not track the position of objects for further re-movement abroad layout. Usually I do it every 0.1 seconds instead of every tick

    And I read the article you gave me and started using it exactly as you wrote to me. Thanks for this)

    P.S. I could something wrong translate and to answer

  • This sounds like just another case of v-sync accuracy. There's already a bunch of threads about it on the forum. It also appears to affect other tools and varies depending on the system, so I think it depends to some extent on the OS, drivers or hardware.

    then nothing can be done about it

  • I don't know if its a thing, but constantly increasing the size of a background can't be a good thing.

    Also I'm pretty sure its not lag, but your placement events which are using comparisons that happen every tick.

    right,

    usually I don't use every tick check for such events

  • For me touching the screen makes the lag much more noticeable.

    that's weird.

    Try moving (re-positioning) the tiled backgrounds instead of resizing them.

    Add "Destroy outside of layout" behavior to all rocks/grass etc.

    This will probably not fix the problem completely, but it may help.

    unfortunately the lags remain, even if you remove all events except the movement of the machine

    I'm trying to figure this is a bug of C2 or something else? because the project is too small for such lags

  • Does your browser support webgl?

    Yes

    Also, you're moving the car 5 pixels per tick, but that is not a framerate independent value

    thanks, but it still does not solve the general problem, the background is still shaking. As I said above, I tried different logic (behavior scroll, 8 direction).

    The lags are not very noticeable at the moment, but they are in an almost empty project and there will be more of them when the project is filled with events and behaviors.

    When I run Twitch.tv (lol) in another browser tab, the lag becomes much more noticeable

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q3olegka

Member since 30 Sep, 2015

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