Problem Description
FPS are ~50% lower with the text object than they are with the sprite font object.
(especially bad, because it's a tip in the manual under performance tips https://www.scirra.com/manual/134/performance-tips)
[quote:2xdrsoek]You can create an in-game display of these values with a Text object to keep an eye on performance while testing your game, using an action to update it Every tick:
Set text to fps & " FPS, " & round(cpuutilisation * 100) & "% CPU (" & renderer & ")"
Attach a Capx
https://onedrive.live.com/redir?resid=D ... le%2c.capx
Description of Capx
A cluttered tilemap for the background
A sprite that has scrollTo gets moved by 2 sine behaviors
2 Timers are running to measure the average FPS
every tick text and spritefont are set
a button for convenient switching between text/spritefont object
Steps to Reproduce Bug
- start the .capx with preview over wifi
- open the demo on an android phone in chrome or firefox
- the demo starts with spritefont obj. for the displayed text
- touch the button in the bottom left to switch to the text obj.
- watch the frames drop <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">
Observed Result
FPS are ok with the spritefont obj.
FPS are droping when the text gets rendert with the text obj.
[ EDIT ] it seems the problem only occurs with webgl, not with canvas2d [ EDIT ]
Expected Result
FPS are the same with both, text obj. and sprite obj.
Affected Browsers
ONLY MOBILE !!!
Desktop is running fine
- Chrome: (YES)
- FireFox: (YES)
- Internet Explorer: (NOT TESTED)
Operating System and Service Pack
Windows 8.1 Pro
tested on
- LG Electronics Optimus 4X HD P880 (Android 4.3.1)
- samsung galaxy s5 (Android 4.4.2)
Construct 2 Version ID
Construct 2 Release 173 (64-bit)