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  • I'm sorry to say that NewGround Jam period is too short for a semester, and too early for the semester after summer vacation. Since you put the words so firmly like, me and my colleagues can see Scirra's determination clearly. We are sorry to say that we won't invest on C3 education programs, and we will help our customer schools to migrate to other 2D engines in order to avoid the termination of C2.

    Older engines never had layers. They are just a convenience.

    You can make 1000s of layers on one layer using the engine z stacking or even have your own dynamic z sorting in 2 events ....but I suppose you prefer to teach your students defeatism instead of ingenuity.

  • unless things have changed then

    draw calls are per rectangle of repeated tiles

    [quote:277azksy]Therefore to optimise this, the Tilemap plugin searches the tilemap for areas of repeated tiles. It identifies the largest rectangles it can where the same tile is repeated, and remembers these. When it comes to be drawn, it draws the whole rectangles at a time rather than going tile-by-tile.

    https://www.scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits

    So I suppose if your windows and walls are not at least partially using adjacent repeating tiles then it may not be the best option.

  • This guy has some serious cojones

  • Yea. Technically it is still beta so "features may be missing" and Im sure ive seen Ashley say somewhere the live plug in is pretty much done so I think it is coming together.

    To be honest I was surprised the UWP performance wasn't better but it wasn't atrocious I'm sure there are a lot of construct games that could work with it. I would very interested to see the performance boost enabled by signing up for the ID program. And This 128mb issue something that could probably be easily sorted. I'm so far away from anything like releasing on Xbox that I'm not to bothered though it is just interesting to tinker. (Wow I'm feeling positive today must be good coffee !) It sure would be nice to see Sombrero on live though. digitalsoapbox you'll have to be the trailblazer on this one... Trailblazer , now that's a blast from the past... I was pro skills at that back in the day....

  • thanks for the insight digitalsoapbox

    i dont get the 128 mb you are talking about,

    MS says that UWP has access to 1 gig when real world deployed in forground mode (450MB when in dev mode)

    Are you saying that we cant use more than 128 MB because construct games have to be able to handle a background mode and they cant?

    cant the games just quit if not running in foreground?

    [quote:362hjbtw]The maximum memory available to an app running in the foreground is 1 GB.

    The maximum memory available to an app running in the background is 128 MB.

    Share of 2-4 CPU cores depending on the number of apps and games running on the system.

    Share of 45% of the GPU depending on the number of apps and games running on the system.

    https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/system-resource-allocation

    what I dont get is that with access to even these restricted specs and running through edge in UWP then most construct 2 / 3 games should kill it...

    but it seems they dont....... hmmmmm....

    Scirra

    Ashley

    dont you think it would be prudent to remove the "export to xbox one" claim in Construct 3 advertising until plugins and everything else is in place and xbox UWP performance is validated and any limitations can be stated in a caveat against an export to xbox claim?

  • ps: again

    right closed visual studio and just exploring went into dev home on the xbox one (this is not the dev area but a sort of pretend version of the real xbox home) and my game was sat there like a real game, clicked on it and it and it worked, so it had been "side loaded" by visual studio.

    and now that visual studio is closed and not trying to debug it all the time it is running much better

    I would say 40-50 FPS on average, a little janky and has some slow down but I am thinking this is pretty much real world performance of UWP on XBOX ONE

    so it is not as good as my surface pro in edge but I would say very usable for games with less going on.

    ill do some more tests and stick a vid but it will be a few days , should be spending the spare time on my game rather than this.....

    Note I deliberately put the flying logos in my game to push both the cpu and gpu a bit as my game is not complete.

    maybe I will take the glokar or kiwi story demos and see how they fair

    more ps:

    totally off topic and about 5 cans in. Scirra should develop a console that just runs chrome or the best browser links straight to a website with quality controlled html/js games . cos as far as I can see all these wrappers APK or UWP or whatever they are never as good as native browser performance. The browser is the true universal platform not UWP, its just that we haven't figured out how to really monetise it yet and that's why Construct 3 concept is really quite revolutionary and I am very interested to see how it evolves...

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  • Right so, I have been playing around with Visual Studio.

    It is truly a horrible piece of software

    I have been deploying in "debug" mode. This is clearly analysing all the script and performance frame to frame, and doing so causes the 10/15 fps.

    so then I tried deploy in "release" mode. this should give real performance results, Visual studio will not let me do this. it keeps throwing up errors saying I haven't specified the "remote" build machine when the xbox which it sees has been clearly selected in the config menu under release configuration. I got around this by specifying the ip address instead but then it starts the build but cannot complete the build because my "firewall may be blocking connections". I disable firewall. no change. This sort of stuff is beyond me.

    so I go back to debug mode, again no problems it sees the xbox but the dbug mode is clearly slow.

    so then I select performance profiler under debug mode this appears to be a debug mode but runs without the debuging data and instead gives a nice graph of performance.

    surprise - things are looking much better. now getting 30-40 FPS game is almost playable.

    so this is as far as I have got. but it makes me suspect that if I could get the release mode working things would be much better

    in fact what I really want to do is just build an uwp app and side load it without any visual studio intervention and just see how it plays.

    is this possible? nobody here deployed to xbox? anyone give any insight?

    Scirra

    Ashley understand you are busy with C3 but when you can could you guys put together a tutorial / guide for xbox deployment.

    PS small update ok I got the "release" deployment working by randomly selecting "x64 architecture" (FYI MS recommend any selecting "any CPU") so it had nothing to do with firewall. but no change in performance 30-40 fps.

    im going to leave it here for now and have slightly changed the title of the post to reflect these findings

    I would love someone who knows what they are doing with visual studio to pitch in.

  • Ashley I cannot find the xbox edge version , i looked through every menu but couldnt see it.

    glerikud I compiled the 3 construct 3 performance test demos. So you can compare your own results against Xbox uwp.

    For Xbox one s on uwp

    fill rate done at 376 sprites. (Vs 129 on my i5 surface pro)

    Bbox done at 1157 sprites. (Vs 25,654 on my i5 surface pro)

    Quad done at 3982 sprites (vs 94,209 in my i5 surface pro)

    As you can see the xbox graphics gpu fill rate is better ... Yea. Party.....(surface pro is integrated gfx so expected)

    But....... The other numbers are totally wtf. It looks like the xbox CPU is being nerfed into oblivion when using uwp.

    I made videos and can post if you like but it is just me launching remote machine debug from visual studio to Xbox one. Nothing to watch.

    However here is a video showing 60 FPS on surface pro vs <10fps on Xbox one uwp.

    https://drive.google.com/file/d/0B6AQ9z ... p=drivesdk

    Note in visual studio I am selecting remote machine debug. Selecting universal platform under project config and putting in the xbox IP address , that is it.

    There seems to be a couple of posts on the unity forum detailing exactly the same 10 /15 fps with xbox uwp. one guy has profiles to indicate that only one cpu out of 8 is being used and that cpu is maxing at 10% capacity. There are no follow up solutions.

    Im sure im doing something wrong. maybe its because its debug mode so its slowing down visual studio pc side to analyse the code.? i fully admit i have no idea what i am doing so anyone who has deployed to xbox one????

    Ive been through all the instructions 10 times and from everything ive read there shouldn't be any such performance issues even with the uwp hardware restrictions.

    Theres even an ms page mentioning construct https://docs.microsoft.com/en-us/window ... lanes-html

    Ill have another play tonight

  • All ok

  • Yea confirmed in C2 also.

    i tried with different collision boxes and origin points and snapping but no change

    I'm surprised its not been raised before.

    Make a small cp3 and put it on the construct 3 git hub issues section.

  • hi Ashley

    out of curiosity why are you interested in edge performance?

    does UWP run js through edge ?

    on my dev PC (surface pro i5 with integrated graphics) my game runs beautifully on edge, 60fps/20-40%cpu, butter smooth, feels even better than Chrome.

    so it must be down to some possible bad settings or a combination of the xbox UWP hardware restrictions and whatever way UWP handles the JS code.

    In the name of scientology I will try another test this weekend.

  • newt, behave... xbox one was going to be my path to glory,,, no more working for the man... beach side property... lambo on the drive... full entourage of playboy models catering to my every need..... then ..... 15 frames per second ..... god damn it...

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