ravinesstream

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  1. ravinesstream

    How do I handle extra large sprite sheet correctly

    Okay, turns out I didn't turn off the GC. I thought it's an class attribute so This is what I did: app = new new PIXI.Application( this.boardWidth, this.boardHeight ); PIXI.settings.GC_MODE = PIXI.GC_MODES.MANUAL; But it should be: PIXI.settings.GC_MODE = PIXI.GC_MODES.MANUAL; app = new new PIXI.Application( this.boardWidth, this.boardHeight ); Thanks for all the help.
  2. ravinesstream

    How do I handle extra large sprite sheet correctly

    Yes, with the following code: PIXI.settings.GC_MODE = PIXI.GC_MODES.MANUAL; I use a global array to store the animation sprite for object pool. Is that a common practice?
  3. ravinesstream

    How do I handle extra large sprite sheet correctly

    I've tried to use Shift+Escape in Chrome to check the GPU memory. The GPU memory drops significantly after 2-3 minutes and that's the time causing laggy. Does GC in PIXI.setting referring to GPU memory? or does it related to Nvidia graphic card?
  4. ravinesstream

    How do I handle extra large sprite sheet correctly

    Thanks for your reply. How do I check the usage of operative memory? I check the videomemory with nvidia-smi and its usage raises up to 95% when uploading the texture in loading screen and after the loading screen it drops to 70%-80%. By the way, my application need to run on two display(in total having a resolution of 3840x1080) with Nvidia 1050 graphic card so it'll become even laggy if I run it on the laptop without the 1050 graphic card.
  5. I use sprite sheets to take care all the animations in a web game. I have some really big sprite sheet with a size of 14450x5406 and the game will be so laggy when I'm trying to render this into the stage. Since it is a response time vary application which require a no-lag performance, I decided to split those sprite sheets into multiple sprite sheet such that each of them with a size of 2048x2048 after I've read some post as below: The performance is better than before in the first play of the animation. Let say if the application will 100% chance become laggy in the previous, it's just 50% now. However even the animation is smooth in the first play, It'd become laggy if I gonna render it again after 2-3 minutes(It's still smooth if I'm rendering it again immediately) . So splitting the large sprite sheet into multiple sprite sheets may helps a little bit on laggy issue but still the problem exists and I couldn't know the reason. I play all these huge size animations right after another animations(small size): By laggy I am meaning that the Chrome is like totally freezing. I read some posts and some of them said that it's because GPU can't rendering anything while uploading texture into GPU. So I've posted another question in the past: So I prepared all the animation sprite in a loading screen and turned off the GC with the following code: But the same thing is happens. The Chrome is freezes every time when playing the animation with sprite sheet of large size(freezes happens on entering onComplete), not on the small one. I would like to know any possible reasons and suggestions about this issue. If this cannot be solved in programming level, could I resolve this in hardware way? like buying a better graphic card with more video memory?
  6. I've loaded two animations in Pixi with spritesheets. I wanna swap to second animation right after the first animation is finished. However, (It's happen with a 3840x1080 resolution, and the GPU memory usage is mainly fall between 90%-99%) 1. there's a significant lag of the transition between these two animations in the first time. 2. After the first play, if I remove and add the animatedSprite from the stage immediately, the transition is very smooth. 3. After the first play, If I remove the 2 animatedSprite from the stage, wait for ~2-3 minutes and add the 2 animatedSprite into the stage again, the transition is lagging again. I wanna know the proper way of swapping two animation in Pixi and also the reason of this phenomenon.