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Found 121 results

  1. jessegavin

    Adaptive playback

    TL;DR - How can I programmatically detect slow / choppy animation? My company uses pixi.js to create animations for digital signage (screens in waiting rooms, train stations, airports, billboards, etc). Our clients use a wide variety of hardware to display our animated content. Some of them are high powered, but most of them are pretty crappy. Most of our animations are rendered at HD (1920x1080) or 4K (3840x2160) and often have large images in them (news photo with headline). I have noticed on really low-end hardware when we animate the images using a ken-burns effect or a slide-in effect, the animation is VERY choppy, even for devices which support WebGL. We want to be able to programmatically detect choppy playback and use that info to adapt the animation. Here's some psuedo code... if (isLowQuality()) { // Show content without animation effects } else { // Use high-quality animation effects (filters, cross-fades, etc) } Does anyone here have advice how I could implement the isLowQuality() function? Do I measure average ticker.FPS over a few seconds? If so, what's the best way to do that? I am new to PIXI. Any help is appreciated
  2. brainbass

    Firefox Slow FPS

    Hello, Since some day, firefox turn phaser game slow. All game i have created and even litle game downgrade fps. (60FPS to 30FPS) I dont know where is the problem. i have try use phaser but no change. You can try with this example : https://phaser.io/examples/v2/time/slow-down-time if you wait some seconds the animation down to 30fps. this problem is only on firefox (i suppose since v57). All others browsers working fine. Have you an idea where is the problem? Thank you
  3. Hello, everyone! I have been struggling with some strange universal camera behaviors. A simple scene with an arcRotateCamera in the air (left) and a universalCamera (right) on the ground, like this: The arcRotateCamera rotates very smoothly. No problem with that. The universalCamera, on the other hand, behaves a bit wierd. The walking (using arrow keys to move about) is pretty smooth, but the panning (click and drag mouse to look around) gets 'sticky' around the center of the screen, especially when looking at more objects, like the screen capture above. By 'sticky' I mean the camera is reluctent to rotate, as if there is a big fps drop. However, engine.getFps() shows no obvious fps drop. I am wondering: 1. If anyone has met similar situations and how to solve it? 2. Does the camera have some sort of inertia property that might result in this? Hope someone can point me to the right direction. Thanks a lot!
  4. kurhlaa

    Frame rate independent movement

    Hi, While it should be an easy question, I can't get a fixed movement speed. By "fixed" I mean frame rate independent. According to the manuals it could be done inside update function like this: function update(time, delta) { ... container.body.setVelocityX(speed * delta); ... } .. where "container" is a normal Phaser 3 container and "speed" is predefined. The problem is that I still get noticeably different speeds (for example, small vs big canvas). I check it by measuring a time to get from point A to point B. How can this be improved/fixed? Do I need to turn on something that is turned off by default?
  5. Hi, I'm pretty new to Babylon.js, only started using it a few days ago, but really enjoy it, great work! I encountered some odd behavior with using deterministic lockstep on my setup, when running the example from the Animation page (https://www.babylonjs-playground.com/index.html#DU4FPJ#3) on my laptop's display (120Hz) the animation is twice as fast as on my connected monitor (60Hz) - tried with both Latest and Stable version, with both Cannon and Oimo plugins. My first guess would be that the algorithm is only prepared to handle low FPS, and does not take into account possible higher values. Also tried to dig in to the project on GitHub, but since I'm not that familiar with the structure, sadly I did not find the sources responsible for the behavior. Could some expert please verify my finding? Thank you, keep up the good work, cheers!
  6. I've noticed random drops of FPS in Chrome during a simple movement of a simple sphere. So I made a profile and the drop is clearly visible (suddenly down at 27 FPS). However, I have no idea what caused this to happen. There is nothing unusual to me within this profile. What can I do to dig deeper and eventually solve this problem? I doubt that it this is related with Babylon.js itself nor with my code... It's probably a Chrome issue - and it doesn't happen in Safari.
  7. Hi Guys. I did some test on my notebook, and the phaser doesn't reach 60FPS, just 40FPS. As this said, I've been having some problem working with the ARCADE physics, considering that it works on a 60FPS constant. The following implementation was a try to solve the problem: var game = new Phaser.Game(960, 540, Phaser.CANVAS); var GameState = { init: function () { this.game.forceSingleUpdate = true; this.game.time.desiredFps = this.game.time.fps || 60; ... }, update: function() { this.game.time.desiredFps = this.game.time.fps || 60; this.car.body.velocity.x = 400; } } Would it be a bad practice fulfill this implementation? Would it be more correct to set aside physics and increase position using the delta time?
  8. FunFetched

    Shell Shockers

    http://shellshock.io My first BabylonJS project is a whacky multiplayer first person shooter featuring, well, eggs, of course! It's in very early development and still fairly rough around the edges, but it's super easy to jump in quickly and play. It's just been made public, so finding people to shoot may be a little hit and miss (pun intended). Enjoy! Facebook: http://www.facebook.com/ShellShockGame Twitter: https://twitter.com/eggcombat
  9. hugoruscitti

    How to know the current fps in phaser 3?

    Hi!, i working in a proof of concept with phaser 3, and i see that is working very fine ! but i want to access to the current frame rate to show it in the game screen. i don't find any examples or documentation about it, there is any way to get the current frame rate in phaser 3? Thanks!!
  10. PhilT

    Low FPS

    The playground http://www.babylonjs-playground.com/#CGSXR from http://doc.babylonjs.com/samples/grid_moves runs at 10fps on my Razor Blade laptop with nVidia GTX 1060. Is that normal?
  11. Just a quick little demo of something I thought would be fun to create. No smoothing groups or textures and dirty animations. PoC PoC PoC. All separate weapon parts are weighted to bones, so they can be positioned, scaled and rotated individually, to create endless weapons(Only 4 in this example), all from a single mesh. I've chosen to do it in 3Ds Max, although it can be done in code as well. http://playground.babylonjs.com/#ZIH5Y7
  12. Hi everyone, I'm working on a web app that must change position of a mesh on (almost) every frame in time like a video. I know I can manage coordinates for this but I dont know how to set the fps to 30 and how to apply the new coordinates according to each frame. Can anybody show me a basic example to achieve this? Thank you all.
  13. totocrenn

    FPS Optimization

    Hi guys, I am currently working on a game where you control a person throught a maze. It's my first babylon js application so i'm learning on the go. I managed to create a good base for the game, a character that you can move around on a world, with a good camera management ect.... My next step is to make the game multiplayer, with NodeJS and Socket.io. The thing is that I noticed that my application can be quite slow sometimes and I think it will be bad for the following of my project. After some recherch I came accross some SceneOptimization tutorials and I applied them, without much results... I also tried to remove every shadows on the game but there is still some major fps drops Thats why I finally come to you with the hope that someone can help me. The current version of the game is available at this link : http://test.labyloup.com I also attach the sources with this message. I know it's not a very good practice to throught a big chunk of code and ask for help, but at this point I really don't know what to do (maybe there is nothing to do) FPS.7z
  14. Hey! Did anybody compare Phaser and pixi for performance? We're going to make isometric game. bottom line is about objects you could render per screen. What do you think? What to choose? Phaser 2, PIXI, or maybe Phaser 3? Need the canvas renderer of course, not webgl. Update: I've the same question in the phaser slack channel. It seems that the PIXI would be better for isometric game then Phaser 2.
  15. Hi, probably I dont fully understand how phaser engine works. For my test I inicialize 10k sprites and than immediately kill them ( sprite.kill() ). Unfortunately I have 15FPS, but I render nothing.. Why I have I have this FPS drop, I need kill sprites and revive it when I need them so I dont need any sprites's update, render, postupdate... functions. The debug plugin says slow around 20ms on preUpload-stage and 20ms postUpdate-stage. Can you someone help me please? Thank you very much Daniel
  16. MouseCaneta

    Show fps on screen

    Is there a simple way to show fps in PIXI.js?
  17. Hello, I'm back, this is a new version of the demo I implemented, and you can see it in the babylonjs engine. github:https://github.com/renjianfeng/BabylonFpsDemo Technical details: Babylon-navigation-mesh: https://github.com/wanadev/babylon-navigation-mesh babylonjs:https://www.babylonjs.com/ video: A previous demonstration:
  18. Hi, I'm a total noob at Babylonjs, but I'm playing around with remaking a previous raw Threejs project in Babylonjs. It's a physics based stacking game, and is really very simple (nothing but boxes), but I still seem to get really bad framerates. The thing is, when I made this in Threejs I had no such problems. I’m using 3.1.0-beta3 (which seems to be the default through NPM). I’ve tried switching to the previous release but that gives me the error TypeError: Cannot assign to read only property 'RGBA16F' of object '#<WebGL2RenderingContext>'. I’ve also played around with anti-aliasing and adaptToDeviceRatio on/off but that seems to make little difference. Also SceneOptimizerOptions causes a bug in CSG for me, where it errors out on finding position of null of my mesh. My project consists of 2 files, scene.js and app.js (sorry about the formatting, why isn't here a code tag) // app.js import { Vector3, Animation, MeshBuilder, CSG, PhysicsImpostor, StandardMaterial, Color3 } from "babylonjs" import { scene } from "./scene" const stack = [] function makeGround() { var ground = MeshBuilder.CreateBox('ground1', { height: 40, depth: 35, width: 35, subdivisions: 1 }, scene) ground.position.y = -22.5 ground.physicsImpostor = new PhysicsImpostor(ground, PhysicsImpostor.BoxImpostor, { mass: 0 }) stack.push(ground) } function makeBox() { let top = stack[stack.length - 1] var boundingBx = top.getBoundingInfo() let boundingBox = boundingBx.boundingBox var box = MeshBuilder.CreateBox('box1', { height: 5, depth: boundingBox.extendSize.z * 2, width: boundingBox.extendSize.x * 2, subdivisions: 1 }, scene) box.position = boundingBx.boundingBox.centerWorld.clone() box.position.y = (stack.length - 1) * 5 box.material = new StandardMaterial("xx", scene) box.material.diffuseColor = new Color3(Math.random(), Math.random(), Math.random()) box.physicsImpostor = new PhysicsImpostor(box, PhysicsImpostor.BoxImpostor, { mass: 0 }) stack.push(box) animateBox(box) } function makeFirstBox() { var box = MeshBuilder.CreateBox('box1', { height: 5, depth: 35, width: 35, subdivisions: 1 }, scene) box.position.y = 0 box.physicsImpostor = new PhysicsImpostor(box, PhysicsImpostor.BoxImpostor, { mass: 0 }) stack.push(box) animateBox(box) } function animateBox(box) { let lefty = (stack.length - 1) % 2 == 0 let prop = lefty ? "x" : "z" var animation = new Animation("anm", "position." + prop, 60, Animation.ANIMATIONTYPE_FLOAT, Animation.ANIMATIONLOOPMODE_CYCLE) var keys = [ { frame: 0, value: 60 }, { frame: 200, value: -60 }, { frame: 400, value: 60 } ] animation.setKeys(keys) box.animations = [animation] box.animation = scene.beginAnimation(box, 0, 400, true) } function match() { let top = stack[stack.length - 1] top.animation.stop() top.position.y -= 5 let a = CSG.FromMesh(top) let b = CSG.FromMesh(stack[stack.length - 2]) let intersection = a.intersect(b) let subtraction = a.subtract(b) if (!intersection.polygons.length) { top.physicsImpostor.setMass(5) top.position.y += 5 console.log("Missed - game over!") } else { let box = intersection.toMesh("s", top.material, scene, false) let leftover = subtraction.toMesh("ss", top.material, scene, false) box.position.y += 5 box.physicsImpostor = new PhysicsImpostor(box, PhysicsImpostor.BoxImpostor, { mass: 0 }) leftover.position.y += 5 leftover.physicsImpostor = new PhysicsImpostor(leftover, PhysicsImpostor.BoxImpostor, { mass: 5 }) stack.splice(stack.length - 1, 1) stack.push(box) top.dispose() makeBox() } } document.addEventListener("click", () => { match() }) makeGround() makeFirstBox() // scene.js import { Engine, FreeCamera, Scene, CannonJSPlugin, HemisphericLight, Vector3, Camera, Color3, PointLight } from "babylonjs" const frustumSize = 100 const aspect = window.innerWidth / window.innerHeight const canvas = document.getElementById("app") const engine = new Engine(canvas, false, { deterministicLockstep: true, lockstepMaxSteps: 4 }, false) const scene = new Scene(engine) const camera = new FreeCamera("camera", new Vector3(-45, 45, -45), scene) const light = new HemisphericLight('light1', new Vector3(0, -1, 0), scene) const physEngine = new CannonJSPlugin(false) physEngine.setTimeStep(1/60) scene.enablePhysics(new Vector3(0, -9.81, 0), physEngine) scene.gravity = new Vector3(0, -9.81, 0) camera.mode = Camera.ORTHOGRAPHIC_CAMERA camera.orthoTop = frustumSize / 2 camera.orthoBottom = frustumSize / - 2 camera.orthoLeft = frustumSize * aspect / - 2 camera.orthoRight = frustumSize * aspect / 2 camera.setTarget(Vector3.Zero()) light.groundColor = new Color3(0, .5, 0) light.diffuse = Color3.White() light.intensity = .4; engine.runRenderLoop(() => scene.render()) window.addEventListener('resize', () => { const aspect = window.innerWidth / window.innerHeight camera.orthoTop = frustumSize / 2 camera.orthoBottom = frustumSize / - 2 camera.orthoLeft = frustumSize * aspect / - 2 camera.orthoRight = frustumSize * aspect / 2 engine.resize() }) export { scene, camera }
  19. I need A very simple Javascript raycasting map editor with source code I am very new to raycasting and I need a code example to be able to make my own map editor....
  20. Hi, I am trying to make a game for mobile, how can I test my game in terms of its performance, I am trying on devices but it takes my time a lot, testing the game every time. And one other question is what do you think about the phaser's future? I mean, nowadays I read about some performance issues when running phaser games on mobile. Should I choose any other programming language to make mobile games? I like phaser but if it will not good for mobile, I will have to pass any other programming language like java, instead of javascript.
  21. saibotlive

    Stuck at 33 FPS on iOS 11

    Ever since I updated to iOS 11, I’ve noticed phaser games now seem to be stuck on 33fps on my iPhone 7. I wondered if it was just the games I made then I tested the bunny mark link below and it was the same. Has anyone experienced this? http://phaser.io/sandbox/Pjdxyqzl/play
  22. I think I posted this into the wrong section before. Hope I am correct now. and yes a noob. ======= hi, Been reading about basic game function, engine, cycles, FPS and refresh rate and now wondering how Phaser manages all of these, if at all. Game design is usually enabled so that the game cycle and FPS do not interfere with other too much so code works the same (aka similar playability but with varying graphical experiences) for different systems of ranging capacity. But I have not read anything about this optimisation for Phaser games. Is this because the frame rate is controlled by refresh rate of the web browser used by the player and therefore out of design control? I have been reading Phaser game code on different sites and nowhere have I seen this optimisation implemented. While surfing I actually came across a site with a series of playable examples and associated coding (minor snippets really and minimal graphics) which seemed to stall and were jerky during play. This was in stark contrast to all my other experiences with Phaser code examples. I was using a Samsung Tab A at the time. So the question above came to mind much later as the dust was settling after a session of hunting out information. So how does Phaser deal with the above and optimisation for a multitude of systems of varying capacity? Does it 'sleep' in between cycles when CPU calculations are not required to conserve battery power? Thanks
  23. mtburdon

    Show FPS

    Hi all, Quick question, I'm sure I've seen this in the examples but can't seem to be able to find it. How do you show the current FPS when debugging? Cheers.
  24. hi, Been reading about basic game function, engine, cycles, FPS and refresh rate and now wondering how Phaser manages all of these, if at all. Game design is usually enabled so that the game cycle and FPS do not interfere with other too much so code works the same (aka similar playability but with varying graphical experiences) for different systems of ranging capacity. But I have not read anything about this optimisation for Phaser games. Is this because the frame rate is controlled by refresh rate of the web browser used by the player and therefore out of design control? I have been reading Phaser game code on different sites and nowhere have I seen this optimisation implemented. While surfing I actually came across a site with a series of playable examples and associated coding (minor snippets really and minimal graphics) which seemed to stall and were jerky during play. This was in stark contrast to all my other experiences with Phaser code examples. I was using a Samsung Tab A at the time. So the question above came to mind much later as the dust was settling after a session of hunting out information. So how does Phaser deal with the above and optimisation for a multitude of systems of varying capacity? Does it 'sleep' in between cycles when CPU calculations are not required to conserve battery power? Thanks
  25. Hello! I'm building a soccer keepie uppies game. I have many texture atlas' that make up the player and ball for my animations and some static images placed in the scene. There is also a score text in the top left corner. This all runs fine on desktop but on my iPhone 6s the fps is around the high 40's. If I remove the BitmapText then it's back up to 60fps. Even removing the player and ball and pretty much having only the score text in the scene I am noticing a hit in performance. Even if I don't update the score and have it just static at 0 points. I'm really wracking my head with this. I've been looking for a solution for nearly a week now and can't seem to come up with anything. I fell like I've tried all the tricks : ( Unfortunately I can't show any code as I am not permitted to. Has anybody else ran into an issue like this? Really hope somebody can help as I'm at a loss... Thanks!