framerate

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  • Do I want to know because at some level using cocoonjs I have 30 FPS and another 62? If I put 6 items start to lower the fps a lot. May it be because the weight of the object?

    I don't understand why both low fps :(

  • Does anyone know because low me fps?

  • Come on. Sry but could you descripe you problem a bit more ?

    • Where do you place this 6 items on which Layout ? -> Are they global or in high resolution ?
    • Which Layout is slower ? -> Bigger Layout Size ?
    • Which difference is between the Layouts ? -> WebGl Effects, Many Loops, Every Tick Events and so on ?
    • Which Device do you use for your tests ? -> Android(Model) or Iphone(Model), Tablet or Smartphone ?

    We cant help you without more informations, there are so many possibilities.

  • Darklinki

    - Where do you place this 6 items on which Layout ? -> Are they global or in high resolution ?

    They are only 6 objects that exploit the playing... and a blackground of 144 kb

    - Which Layout is slower ? -> Bigger Layout Size ?

    I've tried various designs to 660 x 440 and 960 x 640 and fps to 30...

    - Which difference is between the Layouts ? -> WebGl Effects, Many Loops, Every Tick Events and so on ?

    <img src="http://i45.tinypic.com/15nae0j.png" border="0" />

    - Which Device do you use for your tests ? -> Android(Model) or Iphone(Model), Tablet or Smartphone ?

    Do I try only iphone 4...

    may be that the behaviors are bad or in other layouts there are objects weighing more... it is normal for it to function at 30 fps?

  • cesarzevil - did you read the performance tips guide?

    Mobile devices have much weaker GPUs than PCs. You have to design your game very carefully. Some mobiles can only draw to every pixel three times per frame to still get 60 FPS. If you have six large objects, you've already doubled that, which explains 30 FPS. Professional games are never designed so inefficiently - you have to be really careful.

  • Ashley

    I read the tutorial but I no have many objects in the same layout, only 11 have physical objects.

    It's funny because I start the layout with 30 fps, but when I destroy an object rises 5 fps more and so on until I have destroyed everything and 62 fps .. : (

  • You can program with 9 physical only? OMG

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  • Are you using physics on your blocks ? Physics are the most demanding thing for mobile devices ...

  • Only I have 9 objects physics = behaviors

    I am very disappointed <img src="smileys/smiley18.gif" border="0" align="middle" /> <img src="smileys/smiley18.gif" border="0" align="middle" />

  • I recommend you to learn more about the effects you want and then implement it via code, without the complete behavior.

    For example, if you want a repulsion effect, just go ahead with a clean object (without any behavior) and check if it's on collision, then, set it to "move to angle", where the angle is "angle(object.X, object.Y, object2.X, object2.Y) and the speed/force/movement desired is very variable, but you can setup like an impact force, or simple move 300 pixels, or, move something like "object2.speed/2".

  • How complicated is all ... Yesterday physical remove several objects and still not go to 60 fps ... rose somewhat but the fps from 30 to 45 .. but even so the game goes wrong.

    How sad do all the game menus, autosave, level select ... to fail in that and then you <img src="smileys/smiley35.gif" border="0"> the whole game :(

    Feeling of having lost two months working foolishly.

  • I guess it will issue the program, which is made more websites that iphone gaming .. because you can not with 9 physical or a layout .. sad

  • How many layers do you have? I didn't think it would cause an issue. I had about 19, but after seeing your post I tried my game out on Cocoon. It was so slow. I was getting about 20fps.

    I then recreated a level, reducing it to only 3 layers, and I'm not getting 62fps with full physics. Things start to slow down when I have around 10-20 physics objects moving at once, but when the settle it jumps back up to 62 until there is a collision again. When all but one of the physics objects are set to immoveable, it doesn't slow down at all.

  • Sadly I have only one layer, with 9 physical objects and 30 fps ... scheduled to be wrong?

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