Comments (7)
Can you please confirm you are using GCC build "npm run bundle"?
from black-donuts.
I ran it the way as npm run bundle && http-server dist
, and the results were about the same.
Besides, I tested it on my colleague's computer(Macbook Pro 2013 13inch) and it turned out to be even worse, only about 10 fps.
from black-donuts.
Hi @rhyzx
We ran a few tests with High DPR enabled and disabled.
I can confirm that FPS is two times lower on MacBook Pro with High DPR enabled.
The funny fact is that tests on Android and iOS showed the same results.
The resolution
property will be added to CanvasDriver in the next release.
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I see, thanks @62316e . So is this the performance limit for canvas? Is it only possible to switch to WEBGL to achieve higher performance for this game? I was wondering if there was any space for canvas to optimize.
from black-donuts.
New ‘resolution’ property will fix poor performance on macbooks in this case.
WebGL will be faster for sure. (Coming soon)
The reason why we picked canvas is old device support and it works more stable then WebGL.
Also fallback to canvas is must have option when developing for Facebook Instant Games Lightweight.
There is no “universal solution” atm. You have to pick between target audiance/quality/performance.
from black-donuts.
Got it. Thank you.
from black-donuts.
Please take a look into 0.6.x-dev
branch. Added UseHiDPR
property.
FPS should be ok for you now.
from black-donuts.
Related Issues (2)
- Game Scaling and Grid HOT 1
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