kroop

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  1. Did anyone find any sleek solution for this? I'm using google webfonts, tested on IE, Opera, Chrome (desktop and mobile), Safari (desktop and mobile) and it's reproducible only with Firefox.
  2. Yeah, it was that in my case at least. Thanks!
  3. Maybe related to this, I'm using https://github.com/photonstorm/phaser/tree/master/resources/Project%20Templates/Full%20Screen%20Mobile as a base for multiple projects and it won't work anymore with Phaser 2.1.1 (dunno about 2.1.0). Rollback to 2.0.7 and everything works ok. I don't have mac at the moment so finding the reason is quite difficult. Help appreciated once again. Edit: No visible changes when running the app on desktop, but the screen stays black on mobile. Tried on ios6, ios8 and Android 4.4. Works ok on all platforms with Phaser 2.0.7.
  4. kroop

    New Plugin: SaveCPU

    It's definitely harder to see difference between 31 and 50 than 30 and 31. Obviously this is highly unscientific measurement-by-eye, but still.
  5. kroop

    New Plugin: SaveCPU

    Hey, I just took this into use and noticed massive improvement what it comes to my laptop ability to handle Phaser content. The problem was that the integrated gpu overheated also the cpu even without heavy load. But few questions: 1. The default setting (30fps) seems to be in place by just loading the plugin this.game.plugins.add(Phaser.Plugin.SaveCPU);I'd like to think I have quite trained eye what it comes to fps and to me the default seems worse than 30. Even changing it to 31 seems better. Am I crazy (it's possible) or can this have something to do with the browser rendering / sync with it? If so, what's the best way to find the "sweet spot"? 2. My current project is basically based on states, events and tweens. A lot of static screens that are animated into next state by using tweens when an event is triggered. So I don't use the update functions basically at all. I tried to poke the renderOnFPS and renderOnPointerChange but with little success. Is it somehow possible to use this so that the fps is zero by default, but when an event is fired it's set to 60 and when the tween is done back to 0? Thanks!
  6. Hi, thanks a lot! This definitely resolves the heating problem. I'm gonna mark this as solved, I do have couple of additional questions, but I'll try to take them to the actual SaveCPU thread.
  7. Hi. BackgroundI have a Sandy Bridge based PC Windows 7 laptop that has two gpu's: dedicated nVidia gpu and an integrated Intel HD gpu. If I've undestood correctly the Sandy Bridge is close to a SoC style of architecture and the Intel gpu is inside the same chip with the cpu. The laptop is using the Intel gpu with all tasks that are not considered graphically intensive and the nVidia kicks in only when gaming etc. The idea behind this is to save energy and it does do a brilliant job. The problemBy default web browsers are considered as non-graphically intensive apps. It generates one massive problem with Phaser (and probably with other gpu rendered web content as well): overheating. The performance is not an issue, usually cpu load is below 20% and fps stays easily at 60 with the Intel gpu, but probably because of the architecture the temp of the whole chip including cpu's starts going slowly up and the system cannot handle this very well. After some minutes at 80 degrees Celsius the system goes into some limp mode, I really do not know what happens but I'm guessing the gpu clocks are dropped and / or the rendering is moved to cpu because cpu load jumps to 70-100% and the fps drops to less than 10. You basically have to shut down the web page and continue after a while, but it always does the same of course. I can repoduce this with Phaser examples as well. Quick workaround is to force the system to use the nVidia gpu with browser, but it's not a solution. Out there are zillion Sandy Bridge computers with non-techy users. The questionAre there ways to restrict the gpu usage when it's not necessary? E.g. on menu screens and so on it's not necessary to keep on drawing 60fps when nothing is moving etc. All other ideas are welcome too, this is really quite a big of an issue for us :/ Thanks a lot in advance!
  8. Ran into same issue, dunno if this is the right way to do it but seems to do the trick var spriteB = game.add.sprite(100, 200, spriteA.generateTexture());
  9. kroop

    Using atlasXML

    Yeah found it from one of the examples in the end. Might come handy to leave it here in case someone else is looking for the same info. game.add.sprite(100, 200, 'atlas1', 'btn_yes');
  10. kroop

    Using atlasXML

    Hello. Trying out Phaser. We currently use atlases for all the bitmap assets with starling and I'm trying to figure out if they would be working straight away with Phaser too, but I got stuck into really basic stuff. Loading the atlas in preload seems to be ok: game.load.atlasXML('atlas1', 'assets/atlas1.png', 'assets/atlas1.xml');Example line from the atlas1.xml pointing to a texture: <SubTexture height="54" width="84" y="2" x="868" name="btn_yes"/>The question is, how do I create a sprite out of that subtexture? Thanks!