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Found 6 results

  1. I'm getting a lot of inconsistencies in fps due to requestAnimationFrame calls randomly taking a long time where it doesn't look like there is anything being called inside of it until the tail end of the call. What it does show in the call tree only takes PIXI 1-3ms to flush or update transforms while the RAF call can last anywhere from 8-15ms. The devtools are also showing that the GPU and other threads aren't doing any irregular work when the long RAF call happens. It happens at least 10-20 times within a 30 second Chrome devtools performance recording. Has anyone else experienced this kind
  2. Has anyone ever seen this where my RAF wants to take up the entire frame (~15ms) but the processes within don't take very long (~3ms)? My app is running iOS on Cordova with wkwebview. Long RAFs: https://imgur.com/a/2KVeKJZ Processes within one RAF: https://imgur.com/a/CnUNSfk BUT When I zoom into the canvas (by doing the two finger swipe on the iPad) and then zoom out, the RAF fixes to take up only ~5ms total. After zoom trick: https://imgur.com/a/RSzmrTI Is the PIXI canvas loosing focus, like as if I went to another tab on the web? I'm not sure what is happening
  3. Hello, I'm having issues running PIXI with an autoDetectRenderer in Cordova iOS. It is very slow compared to just loading the page from Safari within iOS. The goal is 60fps but Cordova is getting ~25fps while Safari has performance that is good enough to be acceptable. Is there some kind of optimization I have to turn on? The cordova docs claim that the hardware acceleration config option is only available on OSX, not iOS. I ensured that my game loop function usually takes about 1-5 milliseconds to run in Cordova. Could it be some kind of overhead that Cordova has set up with p
  4. Greetings! I am working on a horizontal scrolling rhythm game in React that uses Pixi for generating sprites. I want to use PIXI.ticker.elapsedMS to determine when a new sprite should be created and how far it should move its x position to stay in time with the song. My issue is that ticker.elapsedMS is taking longer than the expected millisecond value for a single frame at 60 fps. Is this expected behavior for ticker.elapsedMS to fall behind in a simple example like this? import React, { PureComponent } from "react"; import { css } from "react-emotion"; import * as PIXI from "
  5. Android stock browser has a bug that causes the RAF to freeze when it loses focus, even it the tab gains focus again. I created a workaround for this, forcing raf.stop(); and raf.start(); everytime the tab gains focus. This workaround worked fine until I updated some games to version 2.3, then it crashes games with the following error: Uncaught TypeError: Property 'cancelAnimationFrame' of object [object DOMWindow] is not a functionI checked the RequestAnimationFrame update history, and nothing has changed there in version 2.3, but the same game doesn't have this bug with older versions. A
  6. is your requestAnimationFrame dated? http://paulirish.com/2011/requestanimationframe-for-smart-animating/http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating (this link doesn't work properly) When reviewinghttp://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision which references High Resolution Timehttp://dvcs.w3.org/hg/webperf/raw-file/tip/specs/HighResolutionTime/Overview.html#sec-extenstions-performance-interface The paul irish blog seems to have posted some revisions.. removing the o and ms vendor tags.. but it
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