ErekT's Recent Forum Activity

  • 2106 so far.

  • Keh..?

    You're welcome, whatever I did

  • The auto-detect page complained about custom drivers from the manufacturer but installing manually worked out. No real difference performance-wise on the intel side, but it's good to have fresh drivers in any case. Thanks for the pointer

  • Found the problem!

    The individual program settings for optimus got borked somehow, so C2 / WebGL exes had started using the integrated card exclusively. It's fixed now and everything is nice and smooth again, phew...

    [quote:1j3dyjui]Did is find Any? if so You should try reinstalling/ repairing your browsers most malware/ virus's can infect and break alot of browser features

    If it didn't what software did you scan with? Some will install browser plugins and they all have bad performance impact.

    I would also make sure it's not still scanning or anything because malware scanners also take up alot of cpu and memory use

    Thanks for the tip

  • Unfortunately that won't work I think. I've tried to install generic intel integrated drivers separately before and that bombed the whole gpu switch system. Can't just disable it either, grrr.

    But if the gpu was blacklisted, wouldn't rendering fall back to Canvas2D then? I have several shader effects going and if they got disabled I'd see it right away.

    I'll try to make a system restore point and install the intel drivers separately again. See what happens. Thanks for the suggestions, both

  • Here it is:

    https://dl.dropboxusercontent.com/u/70562654/gpu.htm

    I notice that Chrome refers to the integrated chip which has drivers from waay back. Not much I can do to update that one, it's an "old" laptop with custom Optimus drivers from the manufacturer. But the performance slog seems just as bad for the Geforce GT 540M card.

    EDIT: Hm. It doesn't actually work to try to force Chrome to utilize the Geforce card through Nvidia settings. Chrome://gpu shows It just falls back to integrated. Maybe that's what's happening with node-webkit as well?

  • So I just did a malware scan, and after restarting the computer WebGL performance across the board, from node-webkit to chrome to firefox, has decided to take a nose-dive from 50-60 fps to what looks like herky-jerky 15-20 fps. Graphics driver re-install doesn't help and re-installing C2 doesn't help either. All other non-webgl 3D apps run as fast as they ever did. What on earth could be causing this? Is there a way to clean out and re-install all webgl-related drivers and whatnot completely?

  • Okay, CPU lag on 30 fps isn't very noticable. GPU lag on 30 fps on the other hand destroys the gameplay with uneven lag spikes.

    CPU lag:

    https://dl.dropboxusercontent.com/u/705 ... gCPU30.txt

    GPU lag:

    https://dl.dropboxusercontent.com/u/705 ... gGPU30.txt

  • All personal opinion, take with a grain of salt:

    I think the need to use delta-time just isn't very well suited for pixel art games unfortunately. Constantly fluctuating framerates and delta-time to compensate is a bad fit for smooth movement on limited pixel grids. The reason you don't see herky-jerky sprite and background movements in 2D console and arcade games is probably due in part to approximately zero of them using delta-time. They don't need to: The hardware they're running on stays the same and has a fixed, non-fluctuating framerate. In cases where too much stuff is going on for the cpu and/or gpu to handle, the entire thing just slows down.

    The other thing that makes them run so smooth, and I'm just guessing here, is because they make sure to move all graphics by increments that line up nicely with the screen update rate. So they might move things by 1.0, 0.5, 1.5 etc pixel increments but *never* something like 0.15, 1.7, or 0.4.

    Imagine an object moving at an even 0.4 pixels per update. If it gets drawn at integers only It'll take 3 updates before it'll appear to have moved 1 pixel, while it's actually moved 1.2 pixels. Another 3 updates it'll appear to have moved 2 pixels while actual moved distance is 2.4. But for the 3rd pixel distance travelled the game will only need 2 more updates to get to 3.2. So the visible movement update rate will be 3-3-2, 3-3-2, instead of 3-3-3 which is required for it to look completely smooth. Of course this gets even worse when you factor in fluctuating fps and delta-time.

    [quote:2lihpbgl]I think what people want is for the positions of sprites on screen to be moved consistently along pixels without it jittering back and forth, like in Mario, Megaman, and any other pixel-based game.

    Every tick: Set Player_Sprite.X/Y to round(Player_Sprite.X/Y)

    Set Camera.X/Y to round(Player_Sprite.X/Y)

    This works for me.

  • Ashley:

    What I though I did, and what appears to happen when I run it, was to modify the final render texture to use point sampling instead of linear sampling. That way, when low-quality scaling is turned on and layout scale is 1.0, no linear sampling is applied to any of the displayed graphics as long as they're drawn at integer values. It's meant as a way to allow switching between linear and point sampling during runtime. And it works well for what I intended it to do.

    The reason I posted it here was because it also allows for sub-pixel smoothing when graphics are drawn at non-integers, something I thought could help in the OP's situation; draw at float positions when moving, draw at integers when not. Smooth, but blurred graphics when scrolling/moving.

    Not sure what you mean by referring to property names that don't exist. Which ones?

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  • If you're using Node-Webkit savestate files are stored in [User]/AppData/Local/[Your project name]/IndexedDB/

    Don't know about other export options.

  • Animmaniac

    How would you use smoothDt/dt to control global time scale exactly? I've tried both 'Set time scale to 6 * (smoothDt/dt)', and just 'Set to smoothDt/dt'. All I get is a white screen

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ErekT

Member since 17 Dec, 2012

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