Tilemap in C3 runtime looks disgusting (

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  • I switched to C3 runtime. And now all of my Tilemap looks horrible (Tilemap size 1024x1024)

  • Are you sure, in your project advanced properties, you have set the GPU preference and downscale quality appropriately ?

  • looks like the difference between Fullscreen Quality Setting High vs Low.

    In C2 you had it set to high (which gives you full res of your tilemaps)

    In C3 you have it set to Low (which renders at the Viewport Size specified) (and will be better performance if you have a low viewport resolution but will also be blocky)

    check your settings.

    edit (although the buttons look crisp in both so maybe not this)

    anyway yea just verify to your project settings are the same in both

  • Are you sure, in your project advanced properties, you have set the GPU preference and downscale quality appropriately ?

    all settings - maximum.

    all other sprites are displayed well. The problem is tilemap only (png)

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  • I cant think what would make your tilemap blocky and your buttons crisp

    Maybe something to do with the filtering?

    check bi-linear vs tri-linear vs nearest in the advanced options.

  • What device are you running this on? Is it a low-end Android device?

    C3 uses a special tilemap rendering shader which is something like ~40x faster than C2's tilemap rendering, but it requires high precision math in the shader for good quality rendering, which something like ~99.5% of devices support. I suspect you have one in the 0.5% of devices...

  • What device are you running this on? Is it a low-end Android device?

    C3 uses a special tilemap rendering shader which is something like ~40x faster than C2's tilemap rendering, but it requires high precision math in the shader for good quality rendering, which something like ~99.5% of devices support. I suspect you have one in the 0.5% of devices...

    Yes indeed. On other devices everything is displayed correctly

    thanks

  • You didn't mention which device you were using when you had the problem. What device were you testing on?

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