Poor performance

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Firebase: Analytics, Dynamic Links, Remote Config, Performance, Crashlytics on Android, iOS & Web Browser
  • How is it possible that games like Real Racing 3 or Infinity Blade 3 run perfectly smoothly on my Motorola Moto G but simple 2D templates from Construct 2 are extremely laggy? I don't get it...

  • What exporter did you use?

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  • cordova and cocoonjs

  • You can ask ludei if you have any issues with CocoonJS

    or wait for better Chromium if you have any issues with Crosswalk

  • On my desktop computer those templates also are laggy. Even jumping circle over squares is not running smoothly. Very weird...

  • Can you provide a capx that is suffering performance problems

    Can you provide an exact model of your phone. Your phone GPU maybe black listed... which is an annoying problem.

    I haven't played IB3, but I did play 1, but I know in IB1 there are usually only about 3-5 moving objects at any one time. So most of the overhead is put to GPU rendering. So as long as your GPU isn't black listed there usually isn't too bad a problem. Or maybe the phone is old and just can't handle the browser overhead.

  • I'm sorry that I didn't write back but I was extremely busy recently. I tested my super primitive project on two mobile phones. On Motorola Moto G XT1039 is laggy but on Samsung Galaxy S Duos S7562 runs so slow that it is impossible to play. I exported it with Cordova and compiled with IntelXDK. Simple moving sprite can't run smoothly. It is very weird...

    Here is the link to a capx project:

    https://www.dropbox.com/s/v195ziufiyw6z ... .capx?dl=0

    Please help!

  • Well, for starters, your game is currently running in 1080p... and you're also using the "High Quality" fullscreen scaling option, so that might be it maybe?

    I have a Moto G and I have tested a game I made using CocoonJS, the game resolution is 720p and there's a WebGL effect that keeps changing the hue every second... and it still ran OK. (around 50-60fps I believe).

    edit: by the way, I'm not sure what is supposed to be happening in the game, but if by "slow" you mean that the ball is falling down too slowly, you just have to change the gravity of the platform behavior on it... and you can also use "simulate control left" and "simulator control right" instead of setting the ball's position to X+dt*200..

  • Thank you for a reply. It is just a prototype. I want my game to be fullhd so I set 1080p.

    By "slow" I don't mean small gravity but that the movement is laggy. I changed to simulate control and low quality fullscreen scaling and can't see any improvement.

  • there is not reason for you to be setting your game to use full hd unless your targeting only the newest high end phones the phones your trying to end on look like old low-mid range . the Samsung your testing is only 480 x 800 pixels so try something around there. my game are 1280x720 and i find i have pretty good performance on a wide range of phones and i can have things look good. Also the Samsung galaxy s early range have terrible drivers and/or performance when using the default touch-wiz software.

  • This should help:

    https://www.scirra.com/tutorials/73/sup ... reen-sizes

    https://www.scirra.com/tutorials/1126/m ... le-devices

    Good luck <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Thanks for a tip!

  • I have been developing my game for iOS/Android and it stays between 57-60, I use the 960x640 resolution which seems to work pretty well. Although my game isn't super intensive (http://gamejolt.com/games/sports/pixelgolf/36149/) but it's pretty steady on most devices. You need to make sure of the resolution, sizes of the images you are using for sprites, and other silly scripting mistakes.

  • Ok I'll keep this in mind. Thank you guys!

  • tested even at my pc , started your capx project from c2 (not beta), then remote access over ip, lookes smooth at my moto g with 4.4.4 os.

    only the up event is with tap gesture, means at y axis the red ball move only at tap,tap,tap,tap.

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