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Ejecta Iphone WebGL / CacoonJS memory limit

  • Hi

    Is it possible to run an exported game not in Canvas 2d mode on the Iphone after exporting it with Ejecta?

    I used the latest Ejecta Build, compiled with Xcode but my game keeps running on Canvas 2d.

    If it is possible does anyone have a good document on achieving this?

    Also... would CacoonJS crash on black screen if memory of game is 650mb?

    My iphone has 1000+ mb memory available... so the phone can handle it. Not so sure about CacoonJS

  • 650MB would crash all Apple devices. Even if it has 1GB of ram.

    Because the OS and all the apps running in the background typically consume half the available ram already. Then add to it all the paused/suspended apps users have in memory, you are left with ~200MB to use for your app. More would cause instability on iOS.

    On Android in my own limited experience, I could get a 460MB game running on 1GB devices, but it cannot be suspended and resumed. If you go to home screen, resume would crash the game due to out of memory errors.

    It's just NOT recommended at all to make such a big game for mobiles with CocoonJS. It's very possible with XDK/Crosswalk. Ejecta also fixed its memory handling so it should be possible also.

  • 650mb is an extraordinary high memory usage and your game may not even run on some desktop systems. See Remember not to waste your memory

    You should make sure WebGL is enabled in project properties. Then Ejecta will at least support memory management, helping to avoid out-of-memory crashes. CocoonJS does not support this though.

  • Hi.

    Thank you.

    I will test again once i switch to mobile version of the game. Last night was just a test to see if the game still runs.

    But alas... i have exceeded the memory limits of mobile.

  • It's very possible with XDK/Crosswalk. Ejecta also fixed its memory handling so it should be possible also.

    How about the performance in XDK?

  • > It's very possible with XDK/Crosswalk. Ejecta also fixed its memory handling so it should be possible also.

    >

    How about the performance in XDK?

    It's good. My complaint with XDK isn't performance, its lack of monetization options. I would happily use it when they ad AdMob & Google Store IAP. It loads big games really fast and use very little memory. It's also got positional sounds that works really well on mobiles with headphones!

  • Hi.

    I got the game memory usage down to less than 500mb.

    In the past, im talking 2 months ago... i could launch my game on cacoonjs

    But now... all i get are black screens when exporting to cacoonjs from Construct 2.

    There are no errors. Just a black screen then the application closes.

    So clearly the problem is not memory issues.

    Any advise would be appreciated.

  • Ashley

    I would like the inquire why the only working export is pc.

    My memory usage is below 512mb. Yet the game lags on Mac, Iphone, Android, Windows Phones.

    It literally only works on pc's.

    Something must have broken regarding exporting.

    What can i do to investigate where is issue is?

    My launch has been delayed weeks now due to constantly redoing everything thinking i was doing something wrong.

    But i have officially concluded there is nothing more i can do. Apart from rebuilding the game in another engine.

    What can i check, what information do you need. Something is seriously wrong as my game falls within the recommendations of resource usage.

  • My first game uses 62 megs on iOS and I've seen it crash on people, who are using a lot of apps at the same time. Hell, it even crashed when the Touch Arcade editor played it in their stream last January using a brand new iPad. I was horrified! Gladly it worked the second time he tried, tho.

    There's really not much you can do, except designing small games that run well on mobile and testing the game you are building all the time with the lowest device you plan on supporting.

    In my experience everything above 100 megs could experience frequent crashes.

  • Ok.

    Then i would like official confirmation from Ashley or one of the devs stating that Construct 2 cannot export a game of a specific size (must be specified) and run properly on Mac OSX, IOS, Android and PC.

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  • Ok.

    Then i would like official confirmation from Ashley or one of the devs stating that Construct 2 cannot export a game of a specific size (must be specified) and run properly on Mac OSX, IOS, Android and PC.

    I meant no disrespect, of course. Just remember that it's all just my limited experience, Silverforce for example has done a wonderful job optimizing his bigger games for mobile.

    I think it's hard to nail down a specific number, because so many things depend on the end user. Your best bet is to test your game from the beginning on all devices you plan on releasing.

    Good luck!

  • If i sounded rude i do apologize. I meant no disrespect. I am extremely stressed. My game was working 100% on IOS at 60fps and Mac. Until something changed about 1 month ago. From there on out i get 40fps and the game has a noticeable stutter. I thought well once i reach a point where the game is done i can do optimization. But i did that. And i no longer believe the issue is with my game but mostly due to the third party dependencies.

    Personally my greatest frustration is the fact that there are no in-house exporters and that we are left with its a third party problem for a resolution.

    Look. Construct 2 is a great product. It taught me a lot. But right now i need to make some money as i dont have a salary.

    My game plan was to make money from my game of which i have spent 8 - 18 hours a day. Testing. Creating. Recreating.

    And then without warning performance drops and the game can no longer be sold.

    I would still like an official response as to what the limit is. Also if there are any roadmaps for inhouse exporters.

  • Ldk Are you using the latest version of C2? & have you tried exporting to HTML5 to build with CJS?

  • I am currently using version 173.

    I have not tried HTML5 with CJS no.

    I tried XDK which throws errors while opening the export stating the .js files are so bugged and have so many errors that it refuses to debug because it would return to much errors.

    Export to CJS works but performance is horrible.

    Export to Ejecta Works but performance is horrible.

    Export to Nodewebkit works but performance is horrible.

    I will try the HTML5 to CJS but i seriously doubt it will work considering 4 other wrappers failed.

  • Ldk

    It's very frustrating but currently C2 and large games for mobiles do not mix, that's just the simple truth.

    Even if you optimize everything and use Crosswalk so it handles asset loading well, you are still bound by a 50MB APK limit, 13MB of which is taken up by the Crosswalk Chromium engine.

    It's something that has to be taken into account at the start of a game development process, during development at every change or turn, etc. Anytime you add a new feature or major addition of code, you need to test on your specific devices to ensure what you added did not break something. When you work on PC, its very easy to just keep throwing more and more at it, PCs are beastly, they will run pretty much the worse unoptimized game there is. But Macs with its crap integrated intel graphics don't cut the mustard and need more care.

    If you run your current game on PC, in debug, tell me whats your CPU utilization on your PC (and list its spec), I can right away know whether your game is going to be smooth on mobiles or not, based on my experience.

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