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Performance problems in Android devices?


Josepho
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Hi there, I have a little problem, I have sent a version of my game to my sponsor and the QA test has reported me that the game is experiencing serious performance problems in some android devices.

 

Samsung Galaxy Tab 2

Samsung Galaxy 4

Samsung Galaxy 3

 

However I have widely test it on many ios devices and it worked well, is there any kind of bad practices that needs to be avoided in order to get a nice performance on android or is this a bug?? 

 

Many thanks!

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Hi there! My first suggestion would be to try the latest dev version of pixi as it has been tweaked to get better performance in webGL on android. My second suggestion is to force the renderer to be canvas for mobile android devices as that is often the fastest renderer still.

 

hope that helps!

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  • 2 weeks later...

The default browser unfortunately is just really really slow.

Theres not much that can be done from the pixi side of things I'm afraid as the issue is with the devices themselves :/

 

If you need to get a performance boost you could try:

stripping back any non essential screen elements.

maybe use lower res graphics.

profile the code and see where the bottle necks are for you.

 

But as mentioned its simply the fact that the browser is incredibly slow :/

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I have a tab 2. Easiest is just to show a "Only supported in Chrome" since the default browser is terrible.

This device is also bad at rendering offscreen canvases. If you are using sprite tinting, try setting PIXI.CanvasTinter.convertTintToImage to true (but only for this device/browser).

In general, you should try to cut down on the following for these devices:

- masking

- tinting

- lots of text, or dynamically changing text every frame

- too many paths/shapes. If you have a lot, try putting them into the same Graphics object when possible

- RenderTextures

You can also try packing all your images into a single power of two texture. This in theory allows it to be better handled by the GPU, but may not make an actual difference depending on the device.

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  • 3 weeks later...

Got to say Galaxy Tab is a pain in the ass.

 

Just found out this tablet uses Intel Atom, meaning it is an x86 system, instead of ARM just like most of the rest, and even Chrome version is different from other Android with same version number.

 

For example, Galaxy Tab Chrome has WebAudio disabled as default, which meant quite a headache for me until I realized this. Also, Galaxy Tab stock  browser is probably the worst crap I've had to deal with in ages. Extreme low performance and lots of rendering bugs.

Increidible, considering it may be one of the most popular Android tablet devices around, which makes things even harder for us.

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I have a tab 2. Easiest is just to show a "Only supported in Chrome" since the default browser is terrible.

This device is also bad at rendering offscreen canvases. If you are using sprite tinting, try setting PIXI.CanvasTinter.convertTintToImage to true (but only for this device/browser).

In general, you should try to cut down on the following for these devices:

- masking

- tinting

- lots of text, or dynamically changing text every frame

- too many paths/shapes. If you have a lot, try putting them into the same Graphics object when possible

- RenderTextures

You can also try packing all your images into a single power of two texture. This in theory allows it to be better handled by the GPU, but may not make an actual difference depending on the device.

 

Hey @mattdesl, how do you detect Galaxy Tab stock browser? I could not find a way so far.

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