Ashley's Recent Forum Activity

  • Can you share a .capx that crashes when loading?

    Are your graphics drivers up to date?

  • There are two sides to the GPU performance:

    1) reading from the source textures. Larger images involve more data to read so can be slower.

    2) writing pixels to the screen. A higher resolution involves writing more pixels. The rate the GPU can write pixels at is called the fillrate.

    Usually from what I've seen the bottleneck is 2). As in, the size of your source artwork doesn't matter that much, it's mostly about how much content is drawn. If you have a large source image and render it to a small, low-resolution display, you don't use much fillrate, because there weren't so many pixels written to, even if the source image is large. On the other hand, even a small source image drawn at a large size on a high-resolution display will use a lot of fillrate, since it has to fill a lot of pixels. So generally I focus on the fillrate side of performance.

    Look up mipmaps on wikipedia to learn more about them, but they also help make 1) less of a performance issue. The GPU stores images at 1/2 size, 1/4 size, 1/8 size etc. down to a single pixel with high-quality resizing. If you render a large source image at half the size, it will render from the 1/2 size source image that it automatically generated, which means there's even less concern about the size of the source image. The main reason to reduce the size of your source images is basically to reduce the overall memory usage.

    If you have any performance questions involving specific cases, it's best to measure them yourself.

  • The blog post includes the solution as well, which is to allow small ranges of values instead of expecting exact results.

  • Closing as not a bug. See "Expecting math calculations to be exact" in common mis-used events and gotchas.

  • It's really hard supporting the Facebook API. For a long while Facebook had a stupid motto of "move fast and break things", which meant constantly breaking their own API, and it also had regular outages so when testing it would sometimes randomly fail even if your code is correct. We've updated the tutorial a bunch of times as well, but they keep changing how the setup website works as well. It's a lot of work tracking these changes and we're trying to develop the next version of the product at the moment on top of that. However obviously we want all the official features to work, so if you can point me at a bug report if there is one, then hopefully we can get round to it for the next C2 beta cycle.

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  • Rendering a HD game on less-than-HD display doesn't matter much: letterbox scale just downscales everything to fit. The source artwork is higher resolution than it needs to be, but scaling is something GPUs excel at, and the overall fillrate is still lower because there are fewer pixels on the screen to be written to. And having HD source artwork means it looks good on people who do have HD screens as well (some laptops even have 4K screens now!). If the resolution is less than half the design resolution, all your artwork will step down to the next mipmap level, and render from smaller automatically-generated high-quality renders of your source artwork too, helping save memory bandwidth.

    — - all wrappers have their bugs. I'll take a look and see if there's anything we can do about it. Edge only runs on Windows 10+, and IE on Windows 8.1 and lower depends on the system version installed, and of course it does not cover Mac or Linux at all. So I think it's better to use a portable wrapper.

  • You should ask Wii U specific questions on the Wii U developer's forum, since Wii U development is under NDA and we are not allowed to discuss it in public here.

  • Can you post a .capx demonstrating the performance overhead of functions with actual measurements? Then I can investigate and see if anything can be optimised.

    However if the function does a very small amount of work, it's actually a normal result to see a performance hit. Even in traditional programming languages, if you move a tiny amount of work to a separate function, the overhead of calling the function can be larger than the amount of work done, and appear to make everything slower. However in absolute terms function calls are still fast, it's just that they can appear slow relative to tiny, even faster amounts of work.

    Moving the contents of a function to the call site is an optimisation called inlining. I think it could be difficult to implement that automatically in the event system, I'm not sure. It's something you can do manually where it makes a difference though. However if the function does any significant amount of work, the call overhead should not matter at all.

  • We want to support Playstation, but Sony won't let us. So I'm afraid there's not much we can do. It's definitely not that we don't want to.

  • — - please file a bug report if there is too much memory use - the point of layout-by-layout loading is to keep the memory use down, so we want to make sure that is working.

  • If minification ever breaks anything, please file a bug report following all the guidelines. It should never break anything.

  • By design, you can only insert the Function object to a project once. (It's the same with Audio, Mouse, Keyboard, Touch etc. etc.) Once it's added to a project, it disappears from the insert object dialog, because you can't add it again. Since the original report does not follow the bug report guidelines it is impossible to investigate further, so I assume you have simply been confused by this. Closed.

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Ashley

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