pyre Posted November 1, 2017 Share Posted November 1, 2017 Hi, I've been profiling my game using the chrome tracing tool and funnily the big slowdown seems to be GLES2ReadPixels. I ran a basic phaser animation example and experienced the same behaviour. Why is this? I thought the readpixels command was generally thought of as quite a slow call (Especially if you cover your entire screen...) and only used for taking screenshots, etc? Image: https://image.prntscr.com/image/Coz8zvP3Rtu4Qk26V58cHQ.png Link to comment Share on other sites More sharing options...
samme Posted November 1, 2017 Share Posted November 1, 2017 Well, who knows what Chrome is doing with ReadPixels. Try the DevTools Performance tab instead. Link to comment Share on other sites More sharing options...
pyre Posted November 3, 2017 Author Share Posted November 3, 2017 On 11/2/2017 at 6:13 AM, samme said: Well, who knows what Chrome is doing with ReadPixels. Try the DevTools Performance tab instead. I went for the tracing tool because the DevTools performance tab gives no info about what's causing the GPU usage to be so high. The firefox canvas debugger is the only one that seems to give helpful information (I can see the number of draw calls and what each one of them does). Machine-dev 1 Link to comment Share on other sites More sharing options...
samme Posted November 4, 2017 Share Posted November 4, 2017 Look in Bottom-Up? Link to comment Share on other sites More sharing options...
samme Posted November 4, 2017 Share Posted November 4, 2017 Oh uncheck Screenshots. Link to comment Share on other sites More sharing options...
Recommended Posts