ArcadEd's Recent Forum Activity

  • I can't imagine what would be 100mb of memory usage from the wrapper overhead. I have heard file sizes are bigger, as in download sizes, but not memory usage. Can you link me to any threads that talk about it? Thanks.

  • Just doing final checks on my game. Right now in the debugger I got it down to 94mb memory usage. Great, since it was running around 230 before I started to optimize .

    Anyway, when I load the game up in Xcode (CJS exported) and run Instruments to test how much memory the game is actually using on my iPad mini it comes in around 203mb. I am using the Preload Sounds setting for my project, could this extra 100+ mb of memory be my sound files? All my sound files combined is 2.4mb, but I am not sure how they translate into memory usage. Audacity shows them at 44hz 16 bit stereo sound. If sound could make this big of a difference, I would consider down sampling them if need be.

    If it's not the sound, what could attribute to the increased 100mb of usage from the debugger to xcode?

    Ashley, any input would be great.

    I reread the recent memory management post and I have a better understanding of sound. I have 48 individual sound files. Even assuming each one is 1 second long (though most are not), that would only equal about 8mb of memory. Unless my math is off, but 172kb per 1 second of stereo sound, times 48 = 8,256kb.

  • I ran it in my Hungry Hal game which isn't a big game, but has lots of graphics. It seemed to run fine in both cases in NW, so no sure how helpful this will be. My game just might not be big enough to have the issues.

    CPU LAG:

    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03599 | FPS: 30
    dt: 0.035 | FPS: 30
    dt: 0.03499 | FPS: 30
    dt: 0.035 | FPS: 30
    [/code:3bqpszag]
    
    GPU LAG:
    [code:3bqpszag]dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.03299 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.035 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.03299 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 29
    dt: 0.03399 | FPS: 29
    dt: 0.033 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03299 | FPS: 30
    dt: 0.034 | FPS: 30
    dt: 0.03299 | FPS: 30
    dt: 0.03399 | FPS: 30
    dt: 0.039 | FPS: 30
    dt: 0.03399 | FPS: 30
    [/code:3bqpszag]
  • For me.

    Before Throttle:

    After Throttle:

    FYI.

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  • Thanks for the info. I'll look over it.

    The problem does not happen on a samsung tablet, but I believe this tablet has more memory(RAM) and the fps never drops below 60.

    My game is using a lot of memory, debug shows it around 130mb during game time. Could be a factor.

  • Hmm, that's in interesting idea. Yeah, they do destroy and create often, but it's all random, how many are on screen.

    I'll play around with some ideas, thanks.

  • Hmm, maybe checking if fps drops below, set time scale, etc. I could, but I also have a slow motion power up I would need to configure. Might be worth it, I guess I could try.

    Just not sure it will actually fix the issue.

  • My game can fluctuate from 45-60fps during play on an ipad2 using CJS. When the fps does fluctuate, it doesn't just smoothly slow down the game, it kind of skips/lags a bit. A lot of my game is determined by bullet speed on several objects coming at the player, along with backgrounds.

    I'm trying to figure if there is a way to "smooth" out that slowness. In old arcade and NES games, when the screen got loaded with bad guys, the game would kind of slow down for a bit, is that possible in C2? Or do I just need to live with the jitterness or try to get the game running at 60fps consistently?

    I feel like I missing an obvious optimization step.

    My game is an infinite runner. Everything is moving towards the player. Backgrounds, boxes, tires, etc. If there is something I can look for, that would be great. I know I am not giving much to go off. Just imagine it as a bunch of different sized bullets constantly spawning off screen and heading towards the player .

  • Thanks guys, I wanted to make sure I wasn't missing something by just exporting as phonegap and using phonegap build. My game never starts on my device, just crashes back to the ipad desktop. Now that I know I am going about it right, I'll start troubleshoooting.

  • I'm a bit confused on all the new phonegap information. Say I wanted to target only iOS8 for my upcoming game. I understand phonegap is probably the way to go, but all the information in C2 about phonegap (when you export, the links to tutorials) all point to old phonegap information. Is all of this still accurate?

  • Curious, how would you accomplish this auto switch to a lower res?

  • Ashley,

    I posted my results with Chrome, Node Webkit, Firefox and IE in my reply. FYI

    [quote:1uugf9d8]GPU Enabled.

    Chrome - Super Laggy and Jittery

    Node Webkit - Bad button lag, but seems to run ok.

    Firefox - Really bad at start, if you wait a few seconds it seems to run fine.

    IE11 - Bad button lag but seems to run ok.

    I'll try logging dt like you suggested.

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ArcadEd

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