saiyadjin's Recent Forum Activity

  • first is better. 2nd is a subevent which probably causes a minor cpu intruction to change where it reads the next action, and checks for empty condition, while first just executes what it was called for. yes you won't notice any performance loss on such small things, but if you make 10k events game where you wrote every event like that (2nd) you might feel a small performance drop 1-2fps max. and that's going too far anyway.

    i just prefer not wasting space and even every microsecond of processing

  • Firstly, Ashley is a man.

    hahahahahah i lol'd so hard.

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  • 80mB of memory usage? memory usage shouldn't be a problem

    also how do you intend to make a big game with 80 mb of usage?

    some games need up to 400-500MB per layout to work..

    i don't think it's a memory problem it's more of a game design problem and people wanting to do more then can be done.

  • that might be your graphics card driver bug.

    my buddy has the same problem, while i don't.

    update your drivers and then try again

  • that "sharing" thing is the shittiest thing ever created (in SD i mean, not Scirra) - i mean if you have a PC and 2 siblings ofc they're all going to buy 1 licence not 3.

    it's different if you're a company and you have 5 workers who need each their own license.

  • can you make a testing capx with table of stats?

    you know that it also depends on your cpu?

    i bet my numbers would be different on my machine (i7/8gbram/gtx980)

  • PixelPower - can you show how you got the numbers for sprite counts and sizes of images? seems a bit too small (30-50 sprites), especially if you want to use particles.

  • inser the whole image as a tiled background if it's a static image.

  • should have done that in the first place. btw it worked nicely for me even when upgraded

  • Arima - that is correct - but Tegra 3 is a pretty hardcore chip, while mobile chips are usually way weaker. example - mali 400 (which was a high end chip at one point) - Pixel rate scalable from 275 Mpix/s to 1.1 Gpix/ which would usually mean it can render ~ 10x more fps per second ~ 530 frames. but the problem is that draw calls are deeper then it is supposed to be -> graphics usually takes more then one "pass" to render the final pixel. and that takes time and slows down process. on a fullHD picture if you use 5 effects on different parts - > 6 passes, default render + 1 for each effect + maybe some other -> huge drop in fps. it's not all in pixel rendering, and that data that providers give you is - still image pixel rendering with 0 effects which is just to show bruteforce power of the chip.

    didn't say about C2, i think that's more of a 3D engines idea, or i might have misread that somewhere something, not so sure anymore

  • what are you talking about? if your whole scene changes then it does. also on bad engines it does.

    it's around 9MB/frame of processing.

    but usally engines render only moved pixels and what not to optimize nicely so that's pretty solid. and the other thing is - if you got blending, effects there are more passes through GPU then one, and it slow the whole process down, so really forget your 60FPS on mobile.

  • check this out now:

    1920*1080*60 *32 bit per pixel /8 bits for byte / 1024 to Kbytes = 486000KB = ~ 500MB per second.

    can you phone do that ? probably not. therefore lower the res for your games. PC can handle this

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saiyadjin

Member since 19 Jul, 2014

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