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Showing results for tags '4k'.
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Hi, general question about an issue I have encountered with a phaser.js game I have built which is running very slowly on a 4k screen only. Just wondering if anyone has encountered issues with 4k screens before? i'm sure it is something i have done, but just wondering the most likely place to look? Thank you
Hey, I made a post before about scaling for high DPI monitors and thought that I came up with an acceptable solution but here I am again with some of my concerns about scaling and performance on 4k/retina displays. Even when I start from scratch and just draw a circle the performance is garbage. The weirdest thing is that the performance drops as soon as I put 1 pixel of the Chrome window on a 4k screen. So basically I have 2 screens connected and I move the Chrome window off the normal screen towards the 4k screen and immediately the frame rate drops to 30 instead of 60. I've logged the canvas and rendered size and there is no change when I put it partially on the other screen so the same stuff gets rendered. I've done the same to some other games and didn't notice this performance drop at all. It also happens with the examples and the bunny benchmark as shown in the crappy video below So my question is why the performance is suddenly so bad when I move the window over towards the 4k monitor. I would really appreciate if people have any tips on how to make sure the game looks good and performs well on 4k/retina displays. CSS scaling makes the performance better but then everything becomes extremely blurry and it's really not acceptable. Is it even possible to make web games that look great for 4k/retina displays with PIXI or in general?