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Found 261 results

  1. Hello there, While improving makr.js I spotted a strange performance issue. I created 3 tests suites to highlight the problem. Can someone have a look and tell me what's wrong here? Details are available here: Codebase is hosted on github:
  2. When rendering is done through a CanvasRenderer, the framerate is cut by half when Pixi.js tries to draw really large textures (such as tilemap drawn using a RenderTexture). Such textures should be cropped by the CanvasRenderer in order to prevent drawImage() burning all CPU cycles. My last game has more than 10,000 display objects drawn each frame. Pixi.js is not able to render such amount of sprites without serious performance issues. I think an object culling pass should be added to skip off-screen sprites rendering. I don't have the time to fix those issues and send a PR so if the main developer read my post, I'll be happy provide more details.
  3. Hello. I am making a game and I want it to adapt to the performance of the device/browser used. By this I mean reducing the particle number, reducing the screen size, etc... What I'm not sure about is how do I measure the performance of a device. I thought about using fps, but it seems that my game lags at times when there are lots of objects moving, so I'm not sure how to measure it reliantly. Any ideas?
  4. I was wondering if we develop HTML5 game with low resolution such as 160 x 240, 320 x 480, etc. would bring good performance due to drawing process. Is that true?
  5. I'm building a very simple platformer using tiles and I wonder which way would be the best to render the map when the target is obviously a mobile device. As far as I know there are 3 main strategies: Render game as it comes just simply checking which tiles should be in the screen in every single frame and draw the pertinent tiles. Straight forward, but the scene need to be recomposed every frame. Draw map chunks to invisible canvas layers and work with those chunks. This method seems to be flexible enough to offer good results but the question is how big should be those chunks, and how affects that in memory and performance terms. Draw the whole level in a single canvas layer and just scroll it. Is there any limit here with the size?
  6. EDIT: NOTE - The performance issue does not seem to be a problem with Pixi.js. It more seems to be a browser/hardware related problem. Hi, today I finally wanted to give Pixi.js a try. Since I am most concerned about mobile devices I started with example 01 to see how it performs on mobiles. Unfortunately the performance seems not smooth at all. Is there anything wrong with my modified example ? Working example: I tested it on my Nexus4 (chrome) and I got around ~28fps. Any help appreciated. Best, benny!
  7. This site offers a really neat set of links to videos and tutorials all to do with 'performance issues'. Not all of them apply to games of course, but there's still a goldmine of information in here to dig through.
  8. Edited post-HN: Wow, big response! WARNING: May contain traces of opinion, and naughty words like ‘shit’ and ‘internet explorer’. TL;DR: Use jQuery for what it is meant for, not everything. If you do stupid shit with the DOM, it will perform poorly. If your web-app is slow, it’s because of your code, not the DOM. Whenever the native versus web argument arises, the biggest issue people usually have with web is performance. They quote figures like ‘60fps‘ and ‘scroll speed’, and, back when browsers were just getting good, i would say “OK, there’s work to be done, but they will get there”, which was met with anything from “Yeah maybe” to “No it will never happen!”.
  9. I recently came across Christian Heilmann’s Five things you can do to make HTML5 perform better article, where point number three is to use CSS Transforms instead of position and top/left when moving elements across a page. It is a practice increasingly championed, such as in the noted Paul Irish video, Why Moving Elements With Translate() Is Better Than Pos:abs Top/left. The central point is when animating you’ll achieve higher frame rates using this transform code:
  10. Not strictly aimed at game dev, but some useful tips in here nonetheless...
  11. This is my very first post so, first of all, hi everyone. I'm finishing my first mobile browser game and I would like to know witch ones are the cross device performance standards you use to validate the game. How many different devices do you use for testing? Do you only test the game in the modern ones?