Maxli

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  1. Maxli

    Very slow rendering

    I already checked those iso demos, however those are really simple one, using a few texture atlases. I had 128 tile textures/sprites and the FPS was under 15 FPS. Has anyone benchmarked the new renderer? I mean how it performs while rendering "many" different sprites/textures. Is there some kind of viewport/camera culling implemented? Anyway, I solved the performance problem by using texture packer (however I had a good reason why I didn't use a texture atlas in first place). Another problem, I just switched to beta.18 and it seems that interactive objects are picked incorrectly, when you click on sprite that has texture from texture atlas where the frame was trimmed. Example: { "frames": { "example": { "frame": { "h": 159, "w": 40, "x": 0, "y": 0 }, "rotated": false, "sourceSize": { "h": 159, "w": 40 }, "spriteSourceSize": { "h": 159, "w": 40, "x": 39, "y": 130 }, "trimmed": true } } } Then I add the example sprite at 0x0 and Phaser places the sprite at 39x130 (as defined in spriteSourceSize prop). When I click anywhere from 0x0 to 39x130, ie. where is visually no sprite, I get gameobjectdown event. this.input.on('gameobjectdown', (pointer, gameObject) => { gameObject.setTint(Math.random() * 16000000); }); I believe that there is problem with the bounding rect not being updated/calculated correctly. Sorry for bad English.
  2. Hello everyone, I just upgraded my project from Phaser CE to Phaser 3 (latest beta) and I noticed that framerate has dropped down dramatically. I know that version 3 is using custom renderer and not Pixi, but as I understand, the WebGL version should have similar performance as the original Pixi renderer. I have just a single isometric scene with 64x64 tile sprites, every sprite is 80x40 and there are 128 single textures. Before upgrade, I got solid 50-60 FPS, now I can barely move the camera without FPS dropping under 15 FPS. Has anyone actually tested the rendering performance of Phaser 3? Thank you for any hint, Have a nice day, Max.