Force WebGL1

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  • Hi Ashley, as always thanks for the help. We know the issue isn't with C3, but if Scirra implemented the fix, even temporarily, it would be far more useful than waiting weeks or months for Google to resolve it.

  • Well... if this could be fixed temporarily by amending the runtime file it is a suitable work around for me atleast.

    Since currently this is quite critical, since the games cannot be opened on androids from time to time

    this should be possible to do also for minified exports, just search the runtime

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  • Ashley if this is a temporary bug like you mentioned that should be reported to Google or Samsung than it will take many months to fix.

    Everyone is frustrated when something like this happens. We lose revenue and get 1 star reviews when something like this happens.

    Please work with us to fix this issue. If using Webgl is a temporary solution to this than we will need to update our apps and use Webgl as soon as possible.

    Currently the best solution to get our apps to work is in c2runtime.js to change:

    ‘this.canvas.getContext("webgl2",b)’

    to

    ‘this.canvas.getContext("webgl",b)’

    This works if it is minified or not minified?

  • Google can issue blacklist updates independently of Chrome releases. So if you actually report it to them they could action it very quickly.

    Meanwhile our own release cycle will take several weeks for any changes to reach a stable release, by which time they may be pointless anyway, and it will require all projects to be re-published with that version. So Google could actually respond to this quicker and in a way that fixes existing projects without requiring republishing. Please at least file an issue with Google.

  • I try once some sprite image is turned into black image.

    What's should I do ? please kindly help

  • Turn OFF WebGL... that is all what you can do.

  • You might want to read the whole thread HayateX

    And before you "Turn OFF WebGL" you might want to check your performance after doing so........

  • I got the same issue on my Huawei P20. Also confirmed on Samsung A5 2017.

  • METR1C

    Regarding to performance:

    1). FPS

    WebGL OFF(-5%) vs WebGL ON -> WebGL ON (+1)

    2). Random artefacts on Qualcomm GPU

    WebGL OFF(none) vs WebGL ON ( Occur) -> WebGL OFF (+1)

    3). Black/Blue/Withe screens with audio in BG Qualcomm GPU (Samsung, Honor)

    WebGL OFF(none) vs WebGL ON ( Always) -> WebGL OFF (+1)

    4). Random APK resets

    WebGL OFF(none) vs WebGL ON ( Occur) -> WebGL OFF (+1)

    On MediaTek GPU all is OK when we have a WebGL ON :)

    In my personal opinion i don't feel a big drop of FPS in a project.

    Furthermore i can find more advantages in my case during WebGL is OFF.

    I think that this is a very individual decision depend on project complexity to use WebGL ON or OFF those days.

    All because of ODM GPU poor drivers:

    xda-developers.com/google-chrome-samsung-galaxy-s6-graphics-driver-bug

    I hope that ODM improve ASAP drivers and WebGL 2.0 will improve library

    Regarding to market share of mobile GPU Qualcomm is a top player now:

  • Turning WebGL off can reduce performance literally up to 10x slower on certain benchmarks. It's probably not a great idea if you want your game to be as fast as possible.

  • METR1C

    Regarding to performance:

    1). FPS

    WebGL OFF(-5%) vs WebGL ON -> WebGL ON (+1)

    2). Random artefacts on Qualcomm GPU

    WebGL OFF(none) vs WebGL ON ( Occur) -> WebGL OFF (+1)

    3). Black/Blue/Withe screens with audio in BG Qualcomm GPU (Samsung, Honor)

    WebGL OFF(none) vs WebGL ON ( Always) -> WebGL OFF (+1)

    4). Random APK resets

    WebGL OFF(none) vs WebGL ON ( Occur) -> WebGL OFF (+1)

    On MediaTek GPU all is OK when we have a WebGL ON :)

    In my personal opinion i don't feel a big drop of FPS in a project.

    Furthermore i can find more advantages in my case during WebGL is OFF.

    I think that this is a very individual decision depend on project complexity to use WebGL ON or OFF those days.

    All because of ODM GPU poor drivers:

    https://www.xda-developers.com/google-chrome-samsung-galaxy-s6-graphics-driver-bug/

    I hope that ODM improve ASAP drivers and WebGL 2.0 will improve library

    Regarding to market share of mobile GPU Qualcomm is a top player now:

    For some users "going down" to canvas will have huge performance issues, so to turn off WebGL seems crazy since it is only WebGL2 thats cause the issues...

    With C3 runtime you will not be able to run canvas at all..

  • :( WebGL Turn ON and in 1 click we are losing 60% of end users... this is a poor vision...

    I am staring to pray, to GPU ODMs and WebGL dev. to fix this situation.

  • :( WebGL Turn ON and in 1 click we are losing 60% of end users... this is a poor vision...

    I am staring to pray, to GPU ODMs and WebGL dev. to fix this situation.

    just disable webgl2

  • Have you tried filing an issue with Google like I previously suggested?

  • Ashley

    Can You add this switch between WebGL1 and WebGL2 in to the project properties??

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