Josepho Posted March 26, 2014 Share Posted March 26, 2014 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 2Samsung Galaxy 4Samsung 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! Quote Link to comment Share on other sites More sharing options...
kuuuurija Posted March 26, 2014 Share Posted March 26, 2014 not in particular.try changing rendering to canvas... Quote Link to comment Share on other sites More sharing options...
Mat Groves Posted March 26, 2014 Share Posted March 26, 2014 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! Quote Link to comment Share on other sites More sharing options...
ghostrifle Posted March 26, 2014 Share Posted March 26, 2014 I had a similar issue. The pixi.js examples went fine on my android Nexus 5.But in my game, the performance with Chrome was horrible. After changing it to canvas, everything was fine. Quote Link to comment Share on other sites More sharing options...
Josepho Posted March 26, 2014 Author Share Posted March 26, 2014 I sent a version of the game with the last dev version of pixi, I will report you what the qas say, next thing I will try will be the forced canvas rendering, thanks for your help! Quote Link to comment Share on other sites More sharing options...
Josepho Posted April 10, 2014 Author Share Posted April 10, 2014 Hi there, i have resent the game to the qa with the canvas renderer forced using the new verion of pixi but they still say that there are performance issues with the samsung galaxy tab 2 and the samsung galaxy 3. What can i do?? Quote Link to comment Share on other sites More sharing options...
Mat Groves Posted April 10, 2014 Share Posted April 10, 2014 howdy, is that in the chrome browser or default browser? Quote Link to comment Share on other sites More sharing options...
Josepho Posted April 10, 2014 Author Share Posted April 10, 2014 Is in the default browser But It appears that in chrome doesnt work very well in the galaxy tab also Quote Link to comment Share on other sites More sharing options...
Mat Groves Posted April 10, 2014 Share Posted April 10, 2014 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 :/ Quote Link to comment Share on other sites More sharing options...
mattdesl Posted April 11, 2014 Share Posted April 11, 2014 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- RenderTexturesYou 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. mattdesl 1 Quote Link to comment Share on other sites More sharing options...
Josepho Posted April 11, 2014 Author Share Posted April 11, 2014 Many thanks for your responses Quote Link to comment Share on other sites More sharing options...
mariogarranz Posted April 28, 2014 Share Posted April 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
mariogarranz Posted April 28, 2014 Share Posted April 28, 2014 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- RenderTexturesYou 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. Quote Link to comment Share on other sites More sharing options...
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