Who faced the problem that the phone is warming from your game?

0 favourites
  • 13 posts
From the Asset Store
Fully animated four directional dungeon guards pack
  • Tell me I made the game, I imported it on the iPhone, I play everything well. But the iPhone is warming. This is normal? Or some kind of problem with the optimization of the game?

    Yes, there are games from which the iPhone is heated, but my game n contains cool effects.

    What is the mistake on my part? Or is everything ok?

  • probably you overdone the effects used.

    it's usually high ram usage/high cpu usage /gpu that drains a lot of power. the faster the battery power is drained the hotter the device will be.

    take a look at the optimizing for mobile tutorials available online for construct, as an idea, reduce the calls of the effects and their size.... the mobile device doesn't have the same memory power as your computer so whatever your cpu/ram/gpu usage says on pc is going to be n*10 for mobile devices ( debug showing 5% cpu usage on pc? than u have a 10-50% usage on mobile.)

  • probably you overdone the effects used.

    it's usually high ram usage/high cpu usage /gpu that drains a lot of power. the faster the battery power is drained the hotter the device will be.

    take a look at the optimizing for mobile tutorials available online for construct, as an idea, reduce the calls of the effects and their size.... the mobile device doesn't have the same memory power as your computer so whatever your cpu/ram/gpu usage says on pc is going to be n*10 for mobile devices ( debug showing 5% cpu usage on pc? than u have a 10-50% usage on mobile.)

    If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to optimize it until I get a computer, I will have 1-2%?

  • Any software that puts a high processing load on a mobile device will warm it up. Processors give off heat as they work.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to optimize it until I get a computer, I will have 1-2%?

    yea that would be somewhere around 30-50% usage on mobile(depends on mobile now) if u got a 5% on pc... so if u get a 4% 3% on pc is good. 7-10% on heavy games pc is ok also.

    however run the debug preview, and check the cpu usage estimation(estimation means it has a margin of error of 2% or so... but is a good hint on how ur game will perform on mobiles overall seeing the spikes when actions happens and such.), cause that is what matters, not the download size.

    you need to check the spikes when u play the game, if it spikes over 20% on pc when u play the game u need to optimize it, usually the draw cells spike first time on update if the action is repeatable then iddles back to a average lower point, for example jumping a character from my past tests id would go from idle 2% to 10 % then if i kept on jumping repeatedly would fall down to about 3-5% usage.

    u need to check the middle cpu usage mostly when u performing actions. spiking is normal as JS is meant to work like that... in a spiky pattern usage (Ashley did a blog post about this for C3).

    but u need to check what is the lowest and highest and then calculate a middle ground. and try keep everything optimized to hit that mark.

  • > If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to optimize it until I get a computer, I will have 1-2%?

    yea that would be somewhere around 30-50% usage on mobile if u got a 5% on pc... so if u get a 4% 3% on pc is good. 7-10% on heavy games pc is ok also.

    however run the debug preview, and check the cpu usage estimation, cause that is what matters, not the download size.

    Thank you very much)

  • > If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to

    When testing for MacBook, I have such indicators and it is extremely bad? I understand correctly?

  • 85% cpu usage is huge.. unless ur macbook has like 1GhZ cpu ... then is normal...

    is your game running a loop for creation or position check for all elements? why is it so high?

    if u can share a capx we can look at it, and maybe fix some of the issues or give some pointer out.

  • 85% cpu usage is huge.. unless ur macbook has like 1GhZ cpu ... then is normal...

    is your game running a loop for creation or position check for all elements? why is it so high?

    if u can share a capx we can look at it, and maybe fix some of the issues or give some pointer out.

    No, I have enough macbook pro)))

    I can not understand yet why such a large consumption, I think this is due to the use of LOS.

    With Trace, I visualize LOS to see the viewing radius. Perhaps this method consumes a lot of resources, but I do not know how to do it differently.

      I use it for every type of enemy.

    Here is a separate piece of LOS

    yadi.sk/d/70m0TTVnmPpduA

    Also, all enemies have 2 movement behaviors.

    1 - Movement along the trajectory through the behavior of a bullet

    2 - route search

    I do not know how much it eats CPU

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    if you preview in debug mode, go to watch tab and see each group code how much is consuming as % cpu usage

    ( and if they need to run all the time ... how much usage is consumed)... then modify and try to limit the triggers for each in part to get it lower or up to like 30% (for example items that are not in screen don't need to check the los/tracer, since they arent visible) total usage. cause 70-85% cpu usage is unplayable.. even if u have 34 fps... is not recommended.

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    if you preview in debug mode, go to watch tab and see each group code how much is consuming as % cpu usage

    ( and if they need to run all the time ... how much usage is consumed)... then modify and try to limit the triggers for each in part to get it lower or up to like 30% (for example items that are not in screen don't need to check the los/tracer, since they arent visible) total usage. cause 70-85% cpu usage is unplayable.. even if u have 34 fps... is not recommended.

    Do not quite understand, or rather do not understand at all how to do this? That is, how not to use the object if it is not in the frame?

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    I also have this line. And I can not understand what it means? What are these processes?

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    Can there be a way to achieve the same effect without using Trace? so as not to load the system?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)