INTEL XDK Crosswalk for Android FPS is low

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  • hello

    i am testing some project on android devices using xdk and it s slow so i decided to test a simple project

    a sprite with physics behaviours

    a sprite with 8 direction behaviours

    a text to show fps

    and it run at aproximatly 33 fps for a simple project

    what i did

    turn off webgl --> fps drop

    changing physics to asm.js --> black screen

    changing physics to cocoon native --> same fps no difference

    her my capx

  • Did you try running it in Chrome for Android? Did you test on mobile from the start?

  • Ashley hello <img src="smileys/smiley17.gif" border="0" align="middle" />

    i tested on acer iconia b1 (android 4.xx with 1gb of ram) .

    i intalled the APK that Crosswalk made from my project.

  • update

    i tried preview with lan and the result are:

    run at 33 fps on my android 4 tablet (with 1gb of ram) using chrome

    run at 13 fps on my ipod touch 4th generation using chrome

    run at 2 fps on my android 2.2 tablet(very old and it has only 256 ram) using firefox

  • I have a question. Did you do the specific Crosswalk export or the Intel Canvas/PhoneGap export to Android. XDK will export both to the old PhoneGap and the new Crosswalk.

  • update:

    preview over lan usually doesn't get the any performance acceleration.

    So far it sounds like your using XDK Export to the old PhoneGap rather than the new Crosswalk.

    I could be wrong, but it's really hard to tell. I made the mistake of not updating my XDK with XDK NEW and my first tests were PhoneGap exports which had no speed benefit over just the native mobile browser. XDK NEW with the Crosswalk button export boosted the performance results.

  • jayderyu i did use the new android Crosswalk marked as beta not the normal one

  • I find it very lacking for any physics via CocoonJS or Intel Crosswalk, its as if its not being accelerated at all and runs like crap.

    It is very disappointing, because Ludei had a physics demo that ran flawlessly and they were hinting on adding it to their compiler, but I find the results are unimpressive.. even with a few objects. There is something inherently broken, if CJS and XDK does accelerate, then the issue appears to be somewhere between C2 and their compilers.

  • Preview over LAN is accelerated, it should be just the same performance wise.

    It sounds like Crosswalk is performing the same as Chrome for Android, which means it's working correctly. If you didn't test your game on mobile from the start that's probably why it's slow, your desktop could be 100x faster than your phone. See also performance tips.

  • thanks Ashley <img src="smileys/smiley1.gif" border="0" align="middle" />

  • The performance problem is also on my game.

    I have a round where a roll ball follow my hero trying to smash him.

    Using the game compiled with cocoonjs it is ok.

    Using the game compiled with crosswalk the ball is very very slow and the hero can avoid it easly.

    If crosswalk do not improve speed I cannot relase the game using it.

    Other problem is the custom fonts. Using it under cocoonjs it works, under crosswalk not.

    All others things are ok. But I cannot relase the game if I cannot fix this two issues...

    I could also wait but these two issues must be solved... :(

  • parside try messing aroud with the physics behaviours and see if there is any difference (this is what i am doing right now <img src="smileys/smiley26.gif" border="0" align="middle" /> ) for some reference

  • I've created APK's using cocoon and crosswalk.

    The cocoon apk runs just like using their CocoonJS Launcher app, great speed but audio is borked and particles are not using the images just a blue emitter.

    The crosswalk apk runs very choppy but has good particles. The audio issues are about the same, music changes volume as it loops and sounds may or may not play when they should. In the XDK App Preview app performance was even worse and I couldn't use it at all.

    I only use effects for transitions, and particles for some collisions in my platformer. For playability, cocoonJS is working far better for me as of today. I'm running it on an HTC Evo 3d.

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  • TheBogueRat


    for me i have no luck with cocoon apk it does not work when i lunch the apk its stuck at the ludei logo and flicker <img src="smileys/smiley11.gif" border="0" align="middle" /> .

  • tnindie

    I just ran your test.capx through the CocoonJS Launcher app. I noticed that if I wait about 8 seconds before I run through the jumps the framerate shoots up to 55-60 and holds until I hit the wall, just an observation.

    When using cocoon exporter I believe you need to add the CocoonJS object to your project, that may be why you were getting the black screen.

    I haven't played with physics too much because the performance wasn't where I would like. That's likely the cause of your framerate issues. I'm sorry that I can't offer any good assistance with that.

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