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ravinesstream

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  1. 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. 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. 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. 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
  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 animate
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