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Showing results for tags 'fps drops'.
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First of all here are the specs of my pc: - MS Windows 7 64-bit SP1 - Intel® Core i5-4570 CPU @ 3.20GHz 4-core - 16 gb ddr3 ram @ 2300 mhz - NVIDIA GeForce GTX 660, 2 gb dd5 ram (driver version: 9.18.13.3221) - Firefox 31, latest (Mozilla/5.0 (Windows NT 6.1; WOW64; rv:31.0) Gecko/20100101 Firefox/31.0) Here are the graphics settings in firefox (gpu acc enabled, webgl enabled, direct2D enabled etc...) { "application": { "name": "Firefox", "version": "31.0", "userAgent": "Mozilla/5.0 (Windows NT 6.1; WOW64; rv:31.0) Gecko/20100101 Firefox/31.0", "supportURL": "https://support.mozilla.org/1/firefox/31.0/WINNT/en-US/" } "modifiedPreferences": { "dom.ipc.plugins.enabled.npietab2.dll": true, "dom.mozApps.used": true, "gfx.direct3d.last_used_feature_level_idx": 0, }, "graphics": { "numTotalWindows": 2, "numAcceleratedWindows": 2, "windowLayerManagerType": "Direct3D 10", "windowLayerManagerRemote": false, "adapterDescription": "NVIDIA GeForce GTX 660 ", "adapterVendorID": "0x10de", "adapterDeviceID": "0x11c0", "adapterRAM": "2048", "adapterDrivers": "nvd3dumx,nvwgf2umx,nvwgf2umx nvd3dum,nvwgf2um,nvwgf2um", "driverVersion": "9.18.13.3221", "driverDate": "12-19-2013", "adapterDescription2": "", "adapterVendorID2": "", "adapterDeviceID2": "", "adapterRAM2": "", "adapterDrivers2": "", "driverVersion2": "", "driverDate2": "", "isGPU2Active": false, "direct2DEnabled": true, "directWriteEnabled": true, "directWriteVersion": "6.2.9200.16492", "webglRenderer": "Google Inc. -- ANGLE (NVIDIA GeForce GTX 660 Direct3D9Ex vs_3_0 ps_3_0)", "info": { "AzureCanvasBackend": "direct2d", "AzureSkiaAccelerated": 0, "AzureFallbackCanvasBackend": "cairo", "AzureContentBackend": "direct2d" } }}But still, firefox lags like hell when using Phaser.WEBGL mode when using simple text/lines. Also from time to time fps just drop like 5-7 fps and then goes back even on a white blank project. Test it yourself: 1. Open official example in firefox http://examples.phaser.io/_site/view_full.html?d=games&f=tanks.js&t=tanks 2. Open the browser console (press ctrl + shift + j or go to Developer >> browser console) 3. Inject this code in the console // for fps measuringgame.time.advancedTiming = true;// override the original render() method game.state.onRenderCallback = function(){ game.debug.text('fps: '+game.time.fps, 32, 20);}4. Check the fps (in my case drops to 54-56) 5. Inject this code in the console // override the original render() method game.state.onRenderCallback = function(){ // welcome to the Laggy-Land :-) game.debug.text('fps: '+game.time.fps, 32, 20); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 40); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 60); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 80); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 100); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 120); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 140); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 160)}6. Check the fps (in my case it drops to 24-26) The webGL renderer not able to render 8 texts? How? Why?! I've test three.js demos - all work perfectly on this hw setup in firefox. Also tested pixie demos - same, works perfectly 60/60 fps. Here a screenshot PS: also i've noticed that in IE and Firefox on either canvas or webgl mode sprites twitch from time to time, happens totally random - the sprite moves smooth, fps is 60 and then it just starts twitching while moving without fps drops. Chrome works perfectly of either modes, no glitches, no twitching - perfecto.
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- webgl
- performance
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