goyeneche Posted November 16, 2015 Share Posted November 16, 2015 In my game if you touch the screen and then move the pointer, the fps drops from 60fps to 35-40fps. ( tested in galaxy s3 mini ) And has nothing to do with my code, if I try this example: http://phaser.io/examples/v2/input/multi-touchThe highest fps I get it's 50 without doing anything ( CANVAS mode )Moving 1 pointer : 30-35fpsMoving 2 pointers: 25-30fps. Pointers are very usefull, but they seem to be slooow. Is there anyway to optimize this? or at least replace the pointers with something else? I have a virtual gamepad to move a spaceship and a button to shoot. Thanks Link to comment Share on other sites More sharing options...
WombatTurkey Posted November 16, 2015 Share Posted November 16, 2015 Have you tried Phaser.WebGL? or Phaser.Auto? Link to comment Share on other sites More sharing options...
goyeneche Posted November 16, 2015 Author Share Posted November 16, 2015 Have you tried Phaser.WebGL? or Phaser.Auto?I tried and it's almost the same fps. Link to comment Share on other sites More sharing options...
goyeneche Posted November 16, 2015 Author Share Posted November 16, 2015 This make me think that pointers are unusable in mobile if you don't have something better than Galaxy S3, but it's strange that i didn't find anyone else who had the same problem, because pointers are meant to be used in mobile! Link to comment Share on other sites More sharing options...
alex_h Posted November 17, 2015 Share Posted November 17, 2015 Which browser are you testing in on the S3 mini? And which version of Android? Link to comment Share on other sites More sharing options...
stupot Posted November 17, 2015 Share Posted November 17, 2015 Phaser does a lot of extra processing when there's input. Depending on what your app does, you could try disabling input processing on everything that doesn't need it, that might help. Link to comment Share on other sites More sharing options...
goyeneche Posted November 17, 2015 Author Share Posted November 17, 2015 Which browser are you testing in on the S3 mini? And which version of Android?I am using a webview with Cordova, I have Android 4.1.2 Phaser does a lot of extra processing when there's input. Depending on what your app does, you could try disabling input processing on everything that doesn't need it, that might help.Do you mean inputEnabled = false; ? Link to comment Share on other sites More sharing options...
stupot Posted November 17, 2015 Share Posted November 17, 2015 Yes, inputEnabled = false, I think that's it. I noticed a slowdown on touching once and had lots of inputs enabled on sprites with ellipse hit areas, it really chugged testing everything to see if the pointer was in all those the hit areas. Link to comment Share on other sites More sharing options...
goyeneche Posted November 18, 2015 Author Share Posted November 18, 2015 Yes, inputEnabled = false, I think that's it. I noticed a slowdown on touching once and had lots of inputs enabled on sprites with ellipse hit areas, it really chugged testing everything to see if the pointer was in all those the hit areas.I 'll check this, thanks Link to comment Share on other sites More sharing options...
mattstyles Posted November 22, 2015 Share Posted November 22, 2015 Android pre-4.2 (I think 4.2.2 was the magic number) was notorious for being terrible all over the place, I hope you find a solution but we found back then that you'd get a solution (read, hack) that seemed to fix your problem 99% of the time (no idea why not 100% but sometimes things just went crazy) but there would be one or two devices that would act differently, often to the point of being nearly unusable. Thankfully things are far easier now for Android, slowly approaching the point where developing web stuff targeting that platform is 'fun'. Link to comment Share on other sites More sharing options...
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