samid737

Performance Iphone 5s worse than Iphone 5c using webGL

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Hi,

I am making my first  mobile HTML5 game using Phaser. Its a very simple tap game where you have to keep your character balanced. I have noticed something that is kind of strange to me. I have tested the game on:

-iphone 5c, IOS 10.2.1, safari browser.
-iphone 5s, IOS 10.2.1, safari browser.
-Samsung Galaxy S4, android 4.4.2.

I have tested the game using CANVAS mode and WEBGL mode for comparison. I observed the following:

CANVAS mode:

Iphone 5c < Iphone5s ---> 30fps vs 60fps avg. -----> expected this....
S4: 60fps.

WEBGL mode:

Iphone 5c > Iphone5s ---> 60fps vs 30fps avg. -----> did not expect this....
S4: 60fps (same).

My expectation was that the 5s would play at 60fps in WEBGL mode, but it is the opposite case. On the samsung s4 it performs the same for both. In CANVAS mode, I have 15-17 draw calls . In WEBGL mode this reduces to 9 draw calls (Most of my objects are on a single atlas). I still have to add audio to the game.

I can imagine that it is hard to tell what might be going on, but I can't really find a reasonable explanation for this result and its kind of dissapointing. It seems to me that I can't get a reliable result using WEBGL.... I'm thinking of sticking to CANVAS mode and optimize as much as I can. Would this be the right way to proceed? 

 

 

 

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