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Performance Issue


awadh
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Hi,

      I am using Phaser for making html 5 games, but facing performance issue in some devices, If I chose the rendering mode, only hte canvas is good to all device but it is slow. if I choose the Auto and WebGl the some device is not responding and blinking.

 

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Hey,

I'm not an expert but have read that performance issues can be caused by Texture atlases being too large for handling by older or smaller devices.

Check this:

A small article on shoebox and performance:
http://netcell.github.io/2015/08/phaser-performance-in-a-shoebox/

and the texture packer tutorial states stuff about optimizing the game

https://www.codeandweb.com/texturepacker/tutorials/creating-spritesheets-for-phaser-with-texturepacker

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On 10/20/2016 at 10:58 AM, awadh said:

Hi,

      I am using Phaser for making html 5 games, but facing performance issue in some devices, If I chose the rendering mode, only hte CANVAS  is good to all device but it is slow. if I choose the Auto and WebGl the some device is not responding and blinking.

 

thanks

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Hey,

Still Canvas is faster then webGL in many scenarios.
Especially some mobile devices are not capable of any acceptable WebGL performance - still.

There are a lot of things that will go into performance,
for code the most critical will be in the update and collision handling.


For graphics @Babsobar already gave a hint what to look for.
There are already a few threads about it around the forum:

code examples would always help if you think it's upon the code.

regards :)
 

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