Choppy/Jerky Frame skips on Android

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Selection frame like in RTS games, works both on mobile and desktop devices.
  • Problem Description

    Testing my project on android ive noticed a fps/jerky/stutter/choppy movement. The game is a vertical scroller and its unplayable. On pc with firefox/chrome/ie runs perfectly, but on android ive tested it with intel xdk, cocoonio, browser preview and always is the choppy movement. Testing if it is graphics overload ive created a new simple project with 4 sprites and sine behaviour and is still the same choppy movement. Testing devices: Samsung galaxy s3, Motorola Motog 2 and Samsung Galaxy S7. I dont know if it is a vsync problem or html5 for android is not the way to go...

    Here is the movement in the Galaxy S7 (Fully capable of handle this)

    A fast vertical scroller its unplayable with this frame skips

    Attach a Capx

    https://www.dropbox.com/s/7sn40dcimkdg16z/choppy.capx?dl=0

    Description of Capx

    Simple project with 4 sine behaviour

    Steps to Reproduce Bug

    • Step 1: Open Capx
    • Step 2: Use browser preview on android, or compile it with intel xdx or cocoonio
    • Step 3: Check if the movement is smooth

    Observed Result

    Choppy movement of the sprites on Android on all devices

    Expected Result

    Smooth movement with a simple project on a powerful device

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 10

    Construct 2 Version ID

    239

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  • Yea, i see the same in my games even on desktop.

    It is linked to spikes in dt ( usually jumping from 0.0167 to 0.0333)

    Has nothing to do with your code or capability of hardware

    I believe it is referred to as "jank" in the business

    and cannot be solved by using factoring for dt i.e framerate independence.

    (as can be attested to the fact you are using sine behaviour in ur capx)

    Ive seen some posters and websites link it to "garbage collection"

    There is a test website that says that Chrome has VSync issues because of a 96MB GPU memory limit and various other > here http://www.vsynctester.com/chromeisbroken.html and other stuff possible totally unrelated to C2 development that you probably shouldn't read for your own peace of mind.....but I know nothing about these things

    certainly this test http://www.vsynctester.com/gputest.html runs janky in Chrome even on my desktop and super duper janky on my phone usually ending in the aw snap crash ....but runs silky smooth with edge browser on surface pro tab and desktop....

    they say that not using hardware acceleration i.e. disabling web gl will solve the issue in chrome but then I suppose you loose performance in other ways.

    disabling web gl on your capx resulted in smooth scrolling in chrome but will prob result in an overall FPS hit on mobile for bigger games ..

    What worries me is that Looking through the chromium devs emails (linked through from above)

    it is clear that

    1. They are very disorganised and work very slowly

    2. There are tons of open issues related to vsync , jank, framerate stuttering

    3. They dont really know how to solve them due to complex relationships between browser, os and hardware.

    4. These bugs are considered very low priority so dont get much attention

    I'm not sure I have seen the Scirra devs comment directly on it.

    Ashley

    Tom

    any chance you could comment

  • Urgh, looks like another Chrome v-sync issue. I filed a report with Google here: https://bugs.chromium.org/p/chromium/issues/detail?id=694267

    I don't think it's anything to do with the C2 engine, so closing - please follow up at that report for more information.

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