Ashley's Recent Forum Activity

  • Aphrodite - it's just a quirk of the test, you can ignore it.

    TiAm - on a high end phone it should have no problems at all with the fillrate.

  • I haven't noticed any issues at all. sbperftest gets a great score on my new Moto X (2nd gen) which sounds like it has the same hardware as the G3.

  • r193 will probably be out early next year.

  • You need to be able to identify which system setups are affected and submit bugs to Google with minimal demos that reproduce the problem. The Chrome GPU team are always making tweaks to try to make the best tradeoff between rendering and input latency, and I've seen they've just introduced a new RendererScheduler to Canary which may affect this, so it seems to be a work in progress still. However giving real-world examples to the Chrome team should give them something to test their changes against.

    I think the best way to measure input latency is with a stopwatch it's hard to automate this kind of thing since it's a long chain through the system and code will only see it's stage in the chain.

    Firefox Nightly is way improved for me here so that may be worth looking at.

  • 12mb isn't very big even for mobile, but if it bothers you, have a read of tips to reduce the download size.

  • Construct 2 should pause the app automatically if you do that.

  • At this point in time there are 3 main reasons games don't get to run buttery smooth (as far as I'm aware):

    1) GPU blacklisting: although this is becoming less serious over time as old devices die out, it's still not too hard to find old Windows systems or old Android phones where the GPU is buggy and prone to crashing, so the browser falls back to software rendering.

    2) Synchronous Javascript compilation. While most JS engines compile code concurrently, apparently they still have some key points which still run synchronously, so block the game while it does whatever it needs to do. I think this only affects mobile, since most desktops are simply fast enough to do that work in <16ms and not drop a frame. Javascript engine improvements should resolve this, we have open bugs with browser vendors for this type of issue.

    3) V-sync quality. This is a passing issue in Chrome (the Chromium team is aware of it and are working to fix it) and Firefox (which to me looks already fixed in Nightly), and is made worse by the fact the latest node-webkit is based on Chromium 38 which has the bug. This will be fixed in due course as subsequent Chromium and node-webkit updates come through.

    There's nothing unsolvable here, we should see all three points improve through 2015 and beyond.

  • In your example on both Chrome 39 stable and Canary I don't see any unusual input lag. I tested on a Windows 8.1 laptop with dual GPU (Intel HD graphics / nVidia GeForce GTX 675M). So I'd guess this correlates to certain system configurations.

  • — - actually, you should be able to change the name of things and it will still work, since it doesn't save data by the names of items, it uses a hidden unique ID instead (so you can rename everything and it still knows where to load data).

    If you add any new object types obviously they won't have any saved data, and if you delete object types then it won't load any thing saved for them. Similarly if you add layers or remove them etc. you might lose data, but if you don't make any such substantial structural changes it should keep loading just fine.

  • If you don't make any collision checks then the engine doesn't do any automatic collision checks. There must be something in your project that is making collision checks.

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  • Did you try it? I think it should work, assuming node-webkit skips the permission prompts. If it doesn't work, file a bug report following all the guidelines.

  • Have you tried testing again in the latest build (r192)? We fixed a memory leak which had a significant effect on large projects.

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Ashley

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