saibotlive Posted October 28, 2014 Share Posted October 28, 2014 Whenever I test webGL with latest phaser, even with only one small sprite on iPhone and iPad with IOS8, WebGL always stays in the region of 28 - 30fps, it never gets higher. I wonder if there is anything I'm missing Link to comment Share on other sites More sharing options...
saibotlive Posted October 28, 2014 Author Share Posted October 28, 2014 I would really like to know why it does this as all my phaser projects run at full 60fps on canvas mode, just not webGL. Link to comment Share on other sites More sharing options...
valueerror Posted October 28, 2014 Share Posted October 28, 2014 i can't say much about this except that i haven't got a similar problem.. everything is fine here.. Link to comment Share on other sites More sharing options...
saibotlive Posted October 28, 2014 Author Share Posted October 28, 2014 I must be doing something really wrong, I'm gonna try and figure out why this is. Link to comment Share on other sites More sharing options...
saibotlive Posted October 30, 2014 Author Share Posted October 30, 2014 I figured out the problem for this issue . I realised it was because of the fps debug text I had on my render functionthis.game.debug.text(game.time.fps || '--', 700, 60, "#00ff00");Now I'm just using an added fps text I put into the update function and WEBGL is on full 55-60fps . kiwi and drhayes 2 Link to comment Share on other sites More sharing options...
kiwi Posted October 1, 2015 Share Posted October 1, 2015 I figured out the problem for this issue . I realised it was because of the fps debug text I had on my render functionthis.game.debug.text(game.time.fps || '--', 700, 60, "#00ff00");Now I'm just using an added fps text I put into the update function and WEBGL is on full 55-60fps . Fantastic!!! I had the same issue! Thanks saibotlive 1 Link to comment Share on other sites More sharing options...
ForgeableSum Posted October 25, 2016 Share Posted October 25, 2016 Last night my game suddenly started to become capped at 30FPS and before, it was 60FPS in chrome. I'm absolutely positive it is not a problem with the debug text as I can view the same FPS reading on the chrome FPS meter. Anyone else experiencing this issue? It seems I'm not the only one who has: I checked on another computer (a mac) and it is running at 60FPS. I re-booted and re-installed Chrome: no change. The cap is still at 30FPS. These are the sort of things that really make you scratch your head. Link to comment Share on other sites More sharing options...
BobbyDogfish Posted October 25, 2016 Share Posted October 25, 2016 On 30/10/2014 at 5:16 PM, saibotlive said: I figured out the problem for this issue . I realised it was because of the fps debug text I had on my render function this.game.debug.text(game.time.fps || '--', 700, 60, "#00ff00"); Now I'm just using an added fps text I put into the update function and WEBGL is on full 55-60fps . THANKS. YOU. MAN. saibotlive 1 Link to comment Share on other sites More sharing options...
ForgeableSum Posted October 25, 2016 Share Posted October 25, 2016 I've discovered that the problem is caused by the latest Chrome update (version 54.0.2840.71): https://github.com/photonstorm/phaser/issues/2820 This is of course, every HTML5 developer's worst fear. A Chrome update which completely breaks the application. s4m_ur4i and drhayes 2 Link to comment Share on other sites More sharing options...
ForgeableSum Posted October 26, 2016 Share Posted October 26, 2016 Well, I guess I'll go back to being a canvas enthusiast instead of a webgl enthusiast. I swear, this is the 4th time this year I've traded hats. I'm beginning to believe that webgl isn't ever going to be stable enough for game development. Right now all it seems to be good for is fancy-pants chrome demos. Link to comment Share on other sites More sharing options...
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