Framerate Stutter (achieve smooth fps)

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  • In my experience, any device running android 7 works fine and the performances are ok. I've tried with a semi-cheap Samsung model (galaxy j5, a 200€ device) and everything is ok. Instead, any device running android 5 that I've tried (Samsung S3 - S4 - Galaxy CORE) have the same issue with framerate.

    Just my 2 cents. Hello!

  • No, Apple devices generally aren't blacklisted. But what has pathfinding performance got to do with this thread? Maybe you should start a new thread to discuss that separately.

    I think you missed the Point

    -Is nothing to do with the PathFinder, yes I use the Pathfinder but the truth is to show that Webview is Miles a way to compete with Canvas+ I would say two different universes

    The point was so you can see how slow is WebView executing exported Games from C2/C3 and for that I used the "Pathfinder" as you can see is very clear that they are huge delays in how is processing the C2 code, and I gave you the comparison with Canvas+ which for me is very clear to see who is best for performance

    So yeah it is all related to the thread, did you ever think that perhaps maybe the problems related to stutters can be because of Webview delays in executing the code? between one thick and the other sometimes maybe there is a delay that may cause the stutters and other different problems maybe? this is just a theory to think about it, but I'm not an expert so it could be anything really, I just suggest some ideas in hope of helping fix the problem

    by the way here is a Test done

    in an Iphone 7 exported with Cocoon WebView

    https://www.dropbox.com/s/ezute95v4o9rw64/Iphone7-WebView.mp4?dl=0

    Let's not forget that these tests have nothing just the pathfinder events, still, we didn't add the Game Logic, menus etc.... and look the Performance, can you see anyone doing a Mobile Game like that

    And you Right I think we should open a dedicated Thread for these things as is an important Topic

    https://www.scirra.com/forum/viewtopic.php?f=191&t=201781&sid=1b195ea261512a544da05a8fdcff365f

  • Toby R

    Thank you for your detailed report, that's exactly what I been experiencing and that's exactly what I was trying to explain on this thread.

    =================

    [quote:2mf8hfec]So again, it looks that we will get rid of the performance issue with WebView at some point (few years I guess)

    That's Exactly what I thought and is the only reason I see some hope and I don't go completely insane

  • tarek2 - there is no technical reason for Canvas+ and Webview to have any difference in JavaScript performance. It doesn't make any sense at all.

  • tarek2 - there is no technical reason for Canvas+ and Webview to have any difference in JavaScript performance. It doesn't make any sense at all.

    Canvas Android V8 update

    [quote:53r3mkrq]Canvas+ Android uses the v8 Javascript engine internally. We haven’t updated it in a long time as it requires quite a big code update inside Cocoon. As the previous version was a bit old already (v3.5), after the summer we decided to take the time to update v8 to a more recent version (v5.4) and now it’s ready to be used in the latest Canvas+ plugin v2.6.0 that is available in Cocoon v2.2.0.

    What can I expect from this update?

    The main two things that you’ll notice with this update are:

    [quote:53r3mkrq]The main two things that you’ll notice with this update are:

    Better performance in JS. This version delivers a number of key improvements in memory footprint and startup speed. These primarily help accelerate initial script execution and reduce page load.

    ECMAScript ES6 support.

    Better performance includes many different specific performance improvements like:

    TypedArray performance improvements. TypedArrays are heavily used in rendering engines. For example, engines often create typed arrays (such as Float32Array) in JavaScript and pass them to WebGL after applying transformations.

    Refrence https://forums.cocoon.io/t/cocoon-2-2-0-v8-update-is-here/6912

  • Yeah, and the web view currently uses v6.5, which is even newer, and includes Turbofan, a completely rewritten JavaScript compiler to be even faster and more efficient.

  • fps is a result of the performance of the processing, optimize the code, objects and the fps problem will solve.

    The correct is to measure by the use of cpu, that in his case have peaks of consumptions unnecessary and for this the fps is unstable.

    Link to example

    Subscribe to Construct videos now

    course of optimization of games in construct 2:

    viewtopic.php?f=191&t=200735&p=1162604#p1162604

  • fps is a result of the performance of the processing, optimize the code, objects and the fps problem will solve.

    The correct is to measure by the use of cpu, that in his case have peaks of consumptions unnecessary and for this the fps is unstable.

    Link to example

    Subscribe to Construct videos now

    course of optimization of games in construct 2:

    viewtopic.php?f=191&t=200735&p=1162604#p1162604

    The Problems stated on this thread I dont think is nothing to do with "optimize the code" have a look at this

    Can you optimize the code on here and stop the Stutters?

    Capx:

    https://www.dropbox.com/s/14nxrodiir87k ... .capx?dl=0

    I run a test with the capx I posted there

    https://www.dropbox.com/s/14nxrodiir87k ... .capx?dl=0

    Videos Tests Exported with Cocoon Webview

    Iphone 6 Test

    https://www.dropbox.com/s/35k4dykvq2ma7 ... 6.mp4?dl=0

    Iphone 7 Test

    https://www.dropbox.com/s/3fxf7xzxanv2o ... 7.mp4?dl=0

    ==========================================

    If you can fix that with your optimization man you have a bright future on Scirra, you gonna fix something that Scirra couldn't do all these Years, and who knows they may end up hiring you lol <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    by the way, I saw really quick you video looks interesting I will have a look more in-depth when I have Time

  • > fps is a result of the performance of the processing, optimize the code, objects and the fps problem will solve.

    > The correct is to measure by the use of cpu, that in his case have peaks of consumptions unnecessary and for this the fps is unstable.

    >

    > Link to example

    >

    Subscribe to Construct videos now

    >

    > course of optimization of games in construct 2:

    > viewtopic.php?f=191&t=200735&p=1162604#p1162604

    >

    The Problems stated on this thread I dont think is nothing to do with "optimize the code" have a look at this

    Can you optimize the code on here and stop the Stutters?

    Capx:

    https://www.dropbox.com/s/14nxrodiir87k ... .capx?dl=0

    I run a test with the capx I posted there

    https://www.dropbox.com/s/14nxrodiir87k ... .capx?dl=0

    Videos Tests Exported with Cocoon Webview

    Iphone 6 Test

    https://www.dropbox.com/s/35k4dykvq2ma7 ... 6.mp4?dl=0

    Iphone 7 Test

    https://www.dropbox.com/s/3fxf7xzxanv2o ... 7.mp4?dl=0

    ==========================================

    If you can fix that with your optimization man you have a bright future on Scirra, you gonna fix something that Scirra couldn't do all these Years, and who knows they may end up hiring you lol <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    by the way, I saw really quick you video looks interesting I will have a look more in-depth when I have Time

    tarek2 As I mentioned to solve the problem is not only the code, but fix problems of objects that are poorly optimized. The webview it improves performance, but a code and the non-optimized objects have progressive processing increase and this webview alone does not solve, it only alleviates the problem. What has to be done is corrected the problems of optimization of the objects and code so that it does not have spikes of processes and loops and useless processes that spend processing. Which is easy to solve. If you designate objects and code (construct events) you basically eliminate evolutionary peaks that drop fps.

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  • Not sure of everyone's different mobile performance issues, but just a simple sprite moving with either sine or dt positioning to follow mouse will look sort of smooth, but then it stutters every few seconds. It seems like it goes from 60fps to 30 then back up to 60 on webview exported for mobile

  • [quote:1yvezj7h]@tarek2 As I mentioned to solve the problem is not only the code, but fix problems of objects that are poorly optimized. The webview it improves performance, but a code and the non-optimized objects have progressive processing increase and this webview alone does not solve, it only alleviates the problem. What has to be done is corrected the problems of optimization of the objects and code so that it does not have spikes of processes and loops and useless processes that spend processing. Which is easy to solve. If you designate objects and code (construct events) you basically eliminate evolutionary peaks that drop fps

    Ok ok I give up lol

    I just can understand how someone will optimize events if there are no events to optimize in this case, also the junk starts on the Wifi Preview is not even exported yet, webview it will make it only worse in this particular case.

    I think we talking two different things, so I will leave you with your thinking

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