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Found 9 results

  1. I'm looking for any tips in regards to performance with the GPU and composite layers specifically. ^.^ My performance now is pretty good on web ~55-60 fps and it also looks pretty good on mobile, but it is using ~70% iPad's GPU power and only ~20-30% CPU. The code is in PIXI 5.1.0 and I have two renderers with one main RAF that renders both of them. Before the RAF starts, I'm using the PIXI.loader.shared to load in all the images and then I use the prepare plugin on all the PIXI containers that contain sprites. Offscreen sprites are all .visible = false. My main animations are cons
  2. I'm rendering the content of some PNG's via a 4096 by 4096 RenderTexture, to cram all of it in the GPU memory, for scrolling usage. As each column should be 1024 pixels wide I can store a maximum of 16384 pixels of height to scroll through. I use 4096 as width and height because of http://webglstats.com/webgl/parameter/MAX_TEXTURE_SIZE But what to do if I want more than 16384 pixels to scroll through in one go? Suddenly realised: Should I just use some extra texture(s) of 4096 by 4096? It looks like a maximum of 8 textures is a safe bet: http://webglstats.com/webgl/parameter/MAX_TE
  3. I'm aware that the client's computer GPU might affect the game's performance (smoothness and freezing). But the game I'm creating now is being affected differently. The client's GPU is literally affecting his player movement speed globally (even on the other player's views, not only locally for him). If you check other .io games like agar.io and diep.io, even with a slow computer, you will notice that the player movement speed is is the same (based on the same player level). It skips a few frames and it isn't smooth at all. But the movement speed is the same. Every player on my gam
  4. Hello, everyone. I've been playing around a lot with Pixi.js trying to find the best ways for memory optimization. Using Pixi's loader, I load my images. Some images are very large and for the first time creating and adding them to the stage, my game freezes for a moment. After reading around, I realized that freeze is Pixi uploading the texture to the GPU. Now, my question is, would it be ideal to add in a method to pixi's loader that after the texture loads, it uploads it to the GPU? That would stop the brief freeze. I have already used Pixi's built in method to upload to the GPU and the fre
  5. hi. i'm developing MMORPG MadWorld it can play on pc,mobile you can see movie on under link https://twitter.com/jandisoft but mobile has few memory. specially ios under iphone 6(including 6, not 6s) our game png and jpg to draw image with webgl. but it need a lot of memory.. is there any tips to reduce memory? i'm considering compressed texture like etc1, pvr,...etc.. but it can't control easy with multi platform. if you have tips please tell me..
  6. Hey. Was planning to do something big with babylon, but realized that chrome has got some problem with using all the computer's specifications, and may lag twice as much than a normal appliaction, so I wanted to kow how to (if you can) modify the render distance. thanks.
  7. Hi guys! I'm working on realistic ocean simulation for a browser game at the moment. The best known way to simulate ocean waves is Jerry Tessendorf's method with statistical model. I won't paste any formulas here for simplification, so here is core problem: calculations are expensive and I don't want to compute water heightmap by CPU in browser because the algorithm may be paralleled very well and GPU is able to compute the grid much faster. Is there any way to use GPU computing from babylon.js? I'm thinking about using shader with texture renderTarget to generate heightmap and then use the re
  8. 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 p
  9. Hi! So here's something that has been bothering me for a while... Can we somehow "unload" textures/texture atlases/assets? I'm working on a game that has multiple levels. At the start of each level, I preload all of the assets the level requires using the AssetLoader. So at the start of the first level I have something like: loader = new PIXI.AssetLoader(["level1_assets.json"]);loader.onComplete = startLevelloader.load();While at the start of the second level I have something like: loader = new PIXI.AssetLoader(["level2_assets.json"]);loader.onComplete = startLevelloader.load();The point i
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