Grimmy's Forum Posts

  • Hi, I'm basing an objects speed on a tween value.

    The object accelerates niceley but when the tween finishes the speed goes straight to zero. Here is the code..

    My function:

    * On function 'TL_Ease_To_New_Train_Speed'

    * Parameter 'new_train_speed' (Number)

    -> TL_Speed_Easer: Tween "Tween Speed" value from train_speed to new_train_speed in 5 seconds (Linear, destroy: No, loop: No, ping pong: No)

    And every tick I match my train speed to the tween value..

    + System: Every tick

    -> System: Set train_speed to TL_Speed_Easer.Tween.Value("Tween Speed")

    Any ideas? I would expect the value of the tween to remain at its end value once finished.

    Tagged:

  • FYI Ashley posted a bug report to Chromium Bugs along with a slow motion video of the janking in all its glory.

    The bug report and video are here:https://bugs.chromium.org/p/chromium/issues/detail?id=1324177

    Thanks Ashley

  • I can tween objects that have the tween behaviour no problem but what do I do if I need to tween a global variable?

    Thanks

    Tagged:

  • Remote preview is always about 20% slower on anything I ever try so I almost always create a debug APK to get a better reading.

    The janks happen are more common on a lower end device but even on a my fairly high end Huawei Mate Pro I see it sometimes. I even saw it happen on my high end PC a couple of times.

    The frustrating thing is that all these devices are running 60fps even when it happens.

  • It's definitely a thing and not an optical illusion where the game can freeze for a few ms from high cpu use, even on pc, even when fps is 60+.

    Exactly, and this only happens so noticably in C3 and not with other engines. Other engines running at 60 FPS are so buttery smooth you can instantly tell the difference.

  • The events just move each sprite back to the right edge when each one individually reaches a certain point in the x. Its already progressive. Have a look at the c3p to see whats going on in more detail if you like.

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  • I wrote a standalone project to test with the very basics. 60fps but still get the jank on device.

    Its more noticeable at max speed and on my Galaxy A7 janks about every 3-4 seconds.

    Project is here: https://www.dropbox.com/s/7wq0z2lhtggj7e7/JankTest1.c3p?dl=0

  • Hi, I tried with the a = lerp(a, b, 1 - f ^ dt) approach but I still see exactly the same result on device.

    I have a new 60fps video here in which you can see the issue even at quite a slow speed:

    https://www.dropbox.com/s/gdpl5dp06psnv5h/Jank2.mp4?dl=0

    Delphawi I think I've tried all the advanced options tried reducing resolution etc etc.

    I'm really only concerned with the Android device build where this is happening as its perfectly fine on PC.

    ..I just tried with the inbuilt move behaviour too. Its just as horrible.

  • Its less noticeable at slow speeds but its still there.

    Memory usage on device is around 60-70

    Cpu usage around 50.

  • but at 60fps the sprites will "jump" 40pixels every tick, if they move from one side to the other in a second, it cannot be "silky smooth" movement?

    Front 'janky' plants move like this:

    lerp(self.X, Self.X-(train_speed*(Self.speed_adjust)), dt)

  • Well, I managed to eventually set my resolution to half (now 954 x 480) but I still see the janking :(

  • Its most noticeable on the foreground plants because they are moving faster but its happening on all the moving objects.

    Unfortunately the Janking isn't even and predictable. Sometimes its janks a few pixels and sometimes it janks a lot more, all the time at random intervals so in all the end effect is very hard on the eyes even while the app is running at 60fps. I would expect it to be silky smooth.

    My main prediction now is that the screen resolution is just too high to refresh efficiently, but I cant seem to change layer scales or layout scale to match a new canvas size.

  • Unfortunately still no resolution on this. Still seeing significant jank even though its running at over 60fps and no objects are being created or destroyed during runtime.

    Im out of ideas :(

  • Looks like it got sent already. Maybe its in your trash? I sent again though to be sure. Its from S*monmdn@pigobo.com

    Cheers