Very slow performance on Mobile

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  • Yes I knew it was that haha!!

    This explains how to do it left to right, so use y instead of x. ... tes/page-5

  • 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.

    Well, memory usage is actually one of the most important factors in achieving good performance in mobile next to cpu usage.

    I thought it was already obvious when I said "memory usage" that I am not implying to dormant memory considering that devices these days have more than 1GB of RAM.

    That means that I am referring to the images that are currently inside, non-destroyed & present in the layout. 80mb is an actual limit of 'active' graphic memory usage to achieve good performance.

    Regardless... Regarding what you said about the Total Graphic Memory Usage. I am quite surprised.

    400- 500 mB for mobile is too heavy. .... I certainly do not agree that it will work out on higher range of mobile devices...

    I actually tested it on low spec devices.


    1)It will take too long to load & impractical.

    2)If you have a 1GB Ram memory device. It doesn't mean you can use them all for your game. A phone's system already consumes about 40% of memory to run & 5 to 20% for background processes. That means for apps, you only have 40% or less to spare. That is 400mB left or less and that's the common reason why app crashes happen due to lack of memory.

    Will it work: Yes, theoretically. No, practically.

    Effects: Crash.

    But I have only tested this on low spec devices before. Devices Tested:

    Samsung Galaxy Win (Android Jellybean): Crash

    Samsung Galaxy E7 (Android Kitkat): Very Slow Loading & huge performance impact.

    Samsung Galaxy J7 (2016 Model) (Android Marshmallow): Slow Loading & moderate performance impact.

    My Recommended Mobile Total Graphic Memory Usage:


    Stretched Limit: Less or Equal 250~300. (Honestly, I didn't test this one )

    Recommended: Less or Equal 150 to 200.

    Your recommendation is more like suitable for PC games in my opinion.

    Since every tester have different test results, I won't argue with your opinion. But in my test result, I believe having a 'Total Memory Usage' of 400-500mb can only

    work on high spec devices. And that will limit your game's download rate.

    BTW. I replaced "memory usage" to "active memory usage" to avoid confusion. That may have triggered you to question what I posted.

  • Hi All,

    I Reduced the tile-map and made it to go back every time as PixelPower suggested.

    But it is still slow... <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    what can I do?


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  • If it only happens while moving the character, consider what you're doing when the character moves. Try deactivating each part and testing again until it runs smoothly.

    It's hard for us to tell from an exported game instead of looking at your code, but it appears for example that you're creating a ton of sprites or particles on the ground. I don't know how powerful the device you're having difficulty with is, but if it's old enough, that effect could be what tips it above what it can handle at 60 fps.

    Transparent pixels take more work to render than opaque ones. 100% transparent pixels still take work to render unless the object is invisible. Creating and destroying objects takes more work than it might seem. Text boxes take more work to render than sprite fonts, especially if you're updating them every tick instead of only when they change. Make the text box as small as possible because you don't want the GPU to waste time drawing invisible areas. Do you have your project set to clear the background? That also uses more processing power, and your background is hidden, so you can turn that off. If you're using effects on mobile, don't because they're crazy intensive.

    Also, read this page.

    All of these things and more can add up.

  • Hi All,

    I Reduced the tile-map and made it to go back every time as PixelPower suggested.

    But it is still slow... <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    what can I do?


    Ok disable the moving background that should work. Afterwards post it and we will see the performance.What resolution is your game also?

    I ran into problems with slowdown myself because of scrolling background. I could only use scrolling background smoothly with 650x350 resolution. My latest game that is 800x480 resolution I had to take out my scrolling background and I had fewer sprites than you.

    If that not the problem then its you destroying and creating the main hero. If that the case its easy just have him move left to right instead of destroy and create.

  • Hi!

    So I think it will be the best if I post the capx file here:

    Please review and let me know where did I go Wrong <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I work on 640, 960 resolution (to fit Iphones best) but Im not sure thats the best...

    Thanks for Helping!

  • The hitboxes for the spikes are too punishing, be more forgiving with the users. It's probably a rectangle, also, use a triangle even at the cost of performance, because if they game feels bad, no one will play it even if it's super fast.

    If you want to stick to a square, move it way up, I'd say 70% of the current height of the object.

    Try removing the particle systems one by one and see if it helps. I think you create a ton of them when you move left or right.

  • Hi!

    So I think it will be the best if I post the capx file here:

    The game lags for me on a phone only when touching to move the player. In the events you spawn a new Particles object every tick while in a touch, and each instance spawns 50 particles as a one-shot effect. So that single action alone is spawning about 3000 particles per second while in a touch. So your game is probably spending the vast majority of its CPU time simulating and issuing draw calls for those particles.

    Don't use particles so wastefully! This isn't Construct 2 or mobile devices being slow, it's just extraordinarily inefficient game design.

  • Tough, but true.

    Thanks for the input.

  • Do you know if there is a way to check how the game will work on different devices virtually?

    And what do you think will be the best way to spawn particles on movement of the character? (I want to show that its like a dust under his fit)

  • Use a lot less particles, to start with, and then add it under an "Every" event to e.g. only spawn every 0.2 seconds or something like that.

    For testing performance, there is no good way other than to test on a real device. You can't really reliably fake a device being slower (and obviously being faster than itself is impossible).

  • use an animated sprite at the feet looking like particles instead of using particles.

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