themoonrat

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themoonrat last won the day on December 28 2018

themoonrat had the most liked content!

About themoonrat

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  • Birthday 11/25/1982

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  1. themoonrat

    How much faster is phaser3?

    True. I'd love someone to create a PR that would create a more realistic scene in all renderers to use as a comparison. As it is, each one has strengths in different areas. The only consistent thing I've found is that when adding new objects to a scene, phaser 3 is noticeably a lot slower. Dunno why 😕
  2. themoonrat

    How much faster is phaser3?

    V5 of Pixi specifically adds better batching for complex graphics, and allowing batching when swapping from graphics to sprites.
  3. themoonrat

    How much faster is phaser3?

    Pixi 5 alpha I should remove really. Webgl Anti aliasing is accidentally always on, so kills performance. Dev is v5 with that fixed!
  4. themoonrat

    I'm creating Ruby Gems for Pixi.js

    Good luck! Don't use ruby at all, but it'll be great seeing the results of all your hard work
  5. themoonrat

    What is the benefit of using 'resolution' property?

    Imagine you create a game at 1920x1080, which runs fine on most devices, but you have some older ones you want to support that aren't performing up to scratch and never will. Ok, well, set the resolution to 0.5, which can also trigger the loader to use @0.5 textures you have provided, and very quickly you have something that can run on lower performing devices. And then you're game gets picked up and you're going to a show to put your game on a big screen. Set the resolution to 2, which can also trigger the loader to use @2 assets provided, and you now have a 4k native resolution game with minimum fuss. It's also possible, with a small amount of hackery, to change this resolution property dynamically on the renderer. A lot of video games do that these these days ... they have a target resolution, but will lower it if performance starts to suffer to get the fps back up. And once the fps comes up and is stable, it'll raise the resolution back to it's target again.
  6. themoonrat

    Pixi.js Showcase

    Ahh. I've no idea why there would be the slow down tbh. @ivan.popelyshev?
  7. themoonrat

    Pixi.js Showcase

    Use 'dev' for comparing v5 performance, the alpha tag had AA enabled accidentally. Might remove that alpha tag for that reason
  8. themoonrat

    Phaser 2 vs pixi vs Phaser 3 (amount of sprites per screen)

    I created a tool that allows direct engine to engine and version to version performance comparison: https://github.com/themoonrat/webgl-benchmark
  9. themoonrat

    requestAnimation frame performance

    You just always get a sawtooth memory visual using Dev tools. That's how Chrome had always been with rAF even with an empty function. I wouldn't worry about it.
  10. For WebAudio, the only way to avoid decoding the file is to not have it encoded, so have it as a wav. But your file will be huge so that probably isn't practical on the web. Otherwise why not use an audio tag just for the background music only? Audio tags can play without having to download the full file first...
  11. themoonrat

    Pixi.js Showcase

    https://github.com/themoonrat/webgl-benchmark Lets you compare different scene setups in different versions of pixi and phaser Useful to compare different engine performance. To compare different version performance. And to compare different scene setup performance. Ie. compare the speed for 'Multiple Textures' for Pixi v3 vs v4. Multi texturing was added for v4, so you'll see a large speed increase. Likewise compare 'Graphics: Complex' from v4 to v5 (dev is best); a lot of work into batching Graphics shows clear performance benefits. But then on the same hand on a modern Pixi version and test 'Sprites: Multiple Textures' vs 'SpriteSheet', and you'll see speed improvements on devices with less than 16 texture units; showing benefit of keeping sprites onto a single texture. Any requests, please raise issues
  12. themoonrat

    How much faster is phaser3?

    @jjwallace I have a new project setup at https://github.com/themoonrat/webgl-benchmark that lets you compare different scene setups in different versions of pixi and phaser
  13. themoonrat

    When to use Bitmap Text & Text?

    It really depends on your needs. Bitmap text is faster to render, yes, because normal text requires generating and uploading a new texture to the GPU each time it changes. And every piece of text also requires it's own texture, which can mount up. But, as you say, normal Text gives you much more flexibility at runtime to create different styled text. And if you're supporting other languages, much easier to use normal Text than trying to create bitmap fonts for every character set..... So they both have strengths and weaknesses, so there is never a 'this is always the best one to use in all scenarios'. You can mitigate a Text weaknesses, for example, by generating all of the Text textures up front, avoiding the slowness of generating them as they're being rendered for the first time. It uses more memory, but maybe that's an acceptable trade off? Or have some fancy code so that if you have the same word and style in 2 places, you don't have 2 Text objects with their own textures, but they share the 1 texture? Or use textures from Text to create a dynamic atlas, which pixi-ui uses I believe. a rapidly updating high score object might rule out normal Text because the rapidly regeneration of the texture may cause performance issues. Or maybe not. Profile your own use case
  14. themoonrat

    Purpose of custom Loader instances

    It can be useful to have multiple loaders, as the loader pixi uses will not let you add resources to load whilst it is currently in it's loading process. So imagine you were were dynamically loading in assets as required in a game, you might set some assets loading, but then you reach another part of the game and want those loaded too. The first loader is in progress and still hasn't finished yet, so you need another one to load this second batch. Rather than having all load queues that are equal, perhaps you have a pool of loaders, some are high priority "must load asap" with a high concurrency, and maybe you have a pool of loaders that deal with low priority 'trickle' loading with a concurrency of 1?
  15. themoonrat

    Adaptive playback

    So, there are 2 methods to have adaptive quality; one is to dynamically change things at runtime depending on performance, and the other is to figure out a quality before the app even loads to adapt. At runtime, then yes, you are measuring fps. But you have to record a rolling average, really. If after reading the fps over the last 5 seconds, the frame rate had a min of 20 and a max of 30...then it's clear there is a persistent issue in performance, and maybe you could adjust the resolution of the app on the fly, or not play certain particle effects / filters. Just a one off measurement might be you getting unlucky during garbage collection or something. But also make sure make sure that you're measuring at the right time. Don't measure whilst loading assets; download assets and uploading textures to the gpu can cause stutters on any device, so wait to measuring until you know the device has it's best chances of displaying good performance. Figuring out the quality before the app loads usually gives the best user experience.... and you have 2 ways of this route. The first is as ivan suggested and give the user the option to choose. The other is to try and detect the capabilities of the device and change settings based on that. At a basic level, if the device can only support the canvas renderer, you know you've got a low quality device on your hands. You could detect browser versions. You could detect WebGL capabilities: http://webglreport.com/ is a super useful website in that respect. Compare the hardware you have via that website; find out what differences there are in the hardware that runs your app well and the hardware that runs your app less well. For example, the lower end hardware may support less texture units, or may not support anti-aliasing.