Tinimations's Recent Forum Activity

  • Hmm interesting. I did some more tests on Windows 10 with the exact same build. And the memory caching is greatly reduced. Now the total memory use is closer to 1gb, where it previously was 2,5gb. Getting the feeling I'm barking at the wrong tree when whining at the construct forums...

    I didn't play long enough to potentially trigger the stuttering, but from what I could tell it ran butter smooth.

  • No the 64 bit version doesn't crash, but stuttering shows itself sooner. While I get Ashleys concern for beginners. It's essentially admitting that professionals or ambitious devs should never use C2...

    The 4gb thing happened on Windows 8. Where on the computer I tested on used twice the amount of memory, which instantly crashed the 32 bit version. on NW 0.12 the cache appears to not grow much past 2gb (even the 32 bit version doesn't crash on this version), but the stuttering shows itself after roughly 50 minutes of play on avarage. Even on my gtx 970, 32gb and latest i7 CPU setup.

  • Oh that makes a lot of sense actually. But well the caching is a problem since I have experienced cases (mostly on windows 8) where the 32 bit version crashes due to the cache becoming too big. If one could set some kind of limit to it (Like clean itself completely after reaching 1gb or by command when returning to a certain layout like a dedicated loading screen) I would be fine with it. Currently though it works as a very effective way to restrict me from making the game I want to, even if the individual layouts ain't that big.

    If manually making sure every asset needed for a layout is loaded in at any given time is all it takes to negate the need for the caching, it's a small price to pay considering the massive caching issue. It will make the game unable to run on a lot of machines, and there's stil stuttering when loading assets even from ram.

    jobel Yes this was on booting up in an empty layout in Klang. Though I will also add this 1.5gb memory thing was in Firefox preview. I didn't test the empty layout case in node webkit. The growing cache problem however is still very much a NW problem.

  • jobel An empty layout in the game without any art, sound or events. One of NW.js processes uses minimal ram here, but there's always one process (which I guess is cache) uses roughly 1.5 gb even in an empty layout.

  • & jobel I tried deleting all audio in the entire game. It only makes 2-300mb of difference. The game still takes 2gb of ram at almost any given time. I get the impression that the browser's running the game loads in every asset in the entire game on startup. It's the only plausable explanation I can think of in regards to the memory use. An empty canvas layout takes about 1.5 gb of ram...

  • Not to mention that the jankyness only occurs on certain versions of Node webkit. If it was the effects it would be a problem all around.

  • saiyadjin Yes I just tried and it works practically the same. No improvements.

  • Is there any documentation for how shaders can affect performance long term?

  • Prominent I use a couple layout shaders/effects yes. I can try removing them, but it doesn't make sense to me why there's no issues from the beginning if it could be traced to shaders?

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  • Danwood Hmm interesting. By auto-save do you mean Localstorage? I recently implemented Klang's save file system, and it definetely stutters. However I'm pretty sure I remember this stuttering being a problem for me long before the save files were implemented.

  • ASHLEY. I would be interested in this too. If NW.js doesn't get an update anytime soon fixing the performance issues plaguing lots of Construct games, (which chromium 43 was rumored to fix), I fear I will never be able to launch my game in a non broken state.

    Electron seems to be using the latest chromium, and seems to be in more active development?

  • Gianmichele The documentation makes me none the wiser. Even video tutorials seems to require lots of programming knowledge. Is there any construct 2 friendly way to implement this?

    ErekT I've reached out to him several times throughout development. I've tried to look at it from every angle, and it keeps coming back to that the jank is the product of something out of my control. The only system expression or object, or anything else in the layouts which doesn't get reset on a very regular basis is the "time" system expression. Through exploiting time scale I tried cranking it up to a value equalavent of me playing the game for something like 5 hours straight. No jank. Also the fact that the jank stopped when I went back to 10.5 doesn't help the case that it's somehow my fault. When I make an empty canvas and boot up the game, something is seriously wrong when the memory use is 1.5 gb.

    I really wish I was in control over the performance of my own game...

    tomsstudio Won't matter if it can't run on the thing. No I don't use spriter. If you look closely at the animations in the trailer you'll see how the characters goes inwards and outwards, sometimes even rotating 360 degress inwards. One can't practically achieve this effect in spine or spriter due to the fact that you're only animating in 2 axis. Since my goal was to achieve super dynamic looking animations, skeleton based animation tools simply doesn't do the job.

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Tinimations

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