Ashley's Recent Forum Activity

  • This is just another case of poor fill rate performance. We see people running in to this a lot.

    Intel GPUs (which most MacBooks have) have pretty low fill rate capacity. The project provided uses two force-own-texture layers, and enough content is displayed to count as another fullscreen draw, and then there's usually the overhead of a fullscreen draw to copy the game to the display. So it's at least 4x fullscreen draws per frame. On a high-DPI 2K display, one fullscreen draw alone will copy 3.7 million pixels, or around 14.7mb of data. The project does that four times, so it's about 59mb overhead per frame. If you want to reach 60 FPS, that means 3.5 GB/sec of GPU bandwidth.

    Presumably the Intel GPUs have a memory bandwidth lower than 3.5 GB/sec, so you can't hit 60 FPS.

    This is nothing to do with the fact your game is "only" 256x144: once you enable "high quality" fullscreen mode, it's rendering everything - including every layer - at full-whack 2560x1440 resolution. That's what "high quality" fullscreen mode is for! For this kind of game you really ought to use "low quality" fullscreen mode to avoid wasting GPU bandwidth - since that really will render the entire game at 256x144 (which is so small the performance overhead is probably negligible), then stretch the game up to the full-res 2560x1440 once at the end, meaning there is only 1x fullscreen draw overhead. That's probably at least 4x more efficient than your current high-quality fullscreen mode approach.

    By the way this is nothing to do with HTML5, browsers, Construct or anything else - you've hit a hardware limit. A native app would perform the same. 3D games are designed to perform minimal overdraw so don't tend to run in to run in to fill rate limits so much.

    Since a lot of Construct users end up having trouble with this, the new C3 manual's performance tips section was recently rewritten to focus a lot more on fill rate.

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  • I can reproduce here. I'm not sure why it's not working so I filed a bug: https://github.com/Scirra/Construct-3-bugs/issues/881

    In future if you have a simple project that's not working, you can just file a bug for it yourself.

  • I tested this very recently and it was working. It's slightly improved for the next C3 build too. The main thing which catches people out is you cannot start video playback unless it's in a user input event. So you have to touch the screen before the video will start to play. On other platforms it can autoplay, but on iOS you must touch the screen. If you don't you might think it's not working.

  • Take a look at the addon SDK documentation.

  • Construct 3 uses the same runtime as Construct 2, so it should be the same.

  • Saving to browser works quickly but retrieval is a bit haphazard.

    What do you mean by this? If you grant persistent storage permission, it should be a reliable place to keep projects. We're also working on a cloud backup feature so it can cloud save periodically as well, protecting you against the case you deliberately go and clear all your storage.

  • Is possible to create a translation memory of everything that has been translated up to this moment.

    I say this because there are many fields that are repeated continuously and we would advance a lot in translation.

    I thought this was already enabled? I just found a setting that looked relevant and enabled it, so if it wasn't appearing already, it should be present now. It offers "Use" buttons to use previous identical translations, which looks like this (for a German translation of the word "Opacity" which has been previously translated). Do you see that now?

  • I'm afraid I can't give an ETA, but you can follow SDK-related bugs here: https://github.com/Scirra/Construct-3-bugs/issues?q=is%3Aissue+is%3Aopen+label%3Asdk

  • Thanks for everyone's help on translations so far! We're making good progress.

    I've written a tool to automatically check translations for common mistakes. Russian, Portuguese (BR) and Spanish have quite a few. Here's the list of mistakes from the tool. I've updated the original post to warn against these common mistakes.

    pt-BR: 125 mistakes

    ru-RU: 23 mistakes

    es-ES: 36 mistakes

  • This is caused by buggy third-party addons. You need to report the issue to the developer of whichever addon is causing this.

  • Also, The client's CMS is blocking .json files. All I should have to do is delete the reference to appmanifest.json in the index.html for that, correct?

    It shouldn't cause any problems if appmanifest.json fails to load. Still, .json is a common web format and it might break other things if they block it...

  • It's all live now. If you have more questions it might be better to ask Microsoft.

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Ashley

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