Kanthi Posted November 16, 2016 Share Posted November 16, 2016 I guess this issue is with specific set of hardware. In our case we are facing this issue with Mali 400 series GPU's . Can we expect any fix in Phaser? As there is no issue when testing a sample application using pixi.js ( WEBGL ) thanks, Kanthi. Link to comment Share on other sites More sharing options...
AGulev Posted November 27, 2016 Share Posted November 27, 2016 the same issue with: Samsung Galaxy S3 mini (GT-I8190N, Android 4.1.2) Huawei P8 lite (ALE-L02) Maybe somebody know some workaround? (except change render mode to CANVAS) Link to comment Share on other sites More sharing options...
Shtoltz Posted January 16, 2017 Share Posted January 16, 2017 I have same issue. A quick workaround worked in my case: Detect Mali-400 function MaliDetect() { var canv = document.createElement('canvas'); canv.setAttribute("width", "1"); canv.setAttribute("height", "1"); document.body.appendChild(canv); var canvas = document.getElementsByTagName('canvas'); var gl = canvas[0].getContext('webgl', { stencil: true }); canvas[0].parentNode.removeChild(canvas[0]); if (!gl) return false; var dbgRenderInfo = gl.getExtension("WEBGL_debug_renderer_info"); var renderer; if (dbgRenderInfo != null) renderer = gl.getParameter(dbgRenderInfo.UNMASKED_RENDERER_WEBGL); else return false; var n = renderer.search("Mali-400"); if (n != -1) return true; else return false; } For more information see https://github.com/AnalyticalGraphicsInc/webglreport Create game: if (MaliDetect()) { this.game = new Phaser.Game(480, 720, Phaser.CANVAS, '', { preload: this.preload, create: this.create, update: this.update, render: this.render }); } else { this.game = new Phaser.Game(480, 720, Phaser.AUTO, '', { preload: this.preload, create: this.create, update: this.update, render: this.render }); } I am new to Javascript. Perhaps you can make a more elegant solution. stupot 1 Link to comment Share on other sites More sharing options...
Jc Mulit Posted February 21, 2017 Share Posted February 21, 2017 registered just to help people how i solved my problem. the flickering seems to be caused by webGL. if your rendering is set to auto. chances are it picked up webGL. just change it to canvas "Phaser.CANVAS" and problem is solved. it worked for me Link to comment Share on other sites More sharing options...
Bikas Posted March 9, 2017 Share Posted March 9, 2017 Same issue with Samsung Galaxy S3, did work well with Pixi though. Link to comment Share on other sites More sharing options...
LaczkoUr Posted March 15, 2017 Share Posted March 15, 2017 Stumbled into this problem with a Lenovo A1000 (Mali400 gpu) Link to comment Share on other sites More sharing options...
Tom Atom Posted March 15, 2017 Share Posted March 15, 2017 Hi, testers found some of our games blinking on some devices in Chrome and all of them are blinking in Android's native webview. For now it seems, that setting "preservedrawingbuffer" parameter to true solves it. When you are creating game you can do this instead of commented line (code taken from TypeScript game class derived from Phaser.Game: // init game // super(800, 600, Phaser.AUTO, "content", null /* , transparent, antialias, physicsConfig */); super({ width: 800, height: 600, renderer: Phaser.AUTO, parent: "content", transparent: false, antialias: true, physicsConfig: null, preserveDrawingBuffer: true }); @LaczkoUr @Bikas can you, please, confirm, whether it helped? playtwice and LaczkoUr 2 Link to comment Share on other sites More sharing options...
LaczkoUr Posted March 15, 2017 Share Posted March 15, 2017 4 minutes ago, Tom Atom said: Hi, testers found some of our games blinking on some devices in Chrome and all of them are blinking in Android's native webview. For now it seems, that setting "preservedrawingbuffer" parameter to true solves it. When you are creating game you can do this instead of commented line (code taken from TypeScript game class derived from Phaser.Game: // init game // super(800, 600, Phaser.AUTO, "content", null /* , transparent, antialias, physicsConfig */); super({ width: 800, height: 600, renderer: Phaser.AUTO, parent: "content", transparent: false, antialias: true, physicsConfig: null, preserveDrawingBuffer: true }); @LaczkoUr @Bikas can you, please, confirm, whether it helped? Setting preserveDrawing to true buffer works, and the game no longer flickers on the tested phone. Thanks! Link to comment Share on other sites More sharing options...
LaczkoUr Posted March 15, 2017 Share Posted March 15, 2017 although this drops the fps significantly. Switching to canvas mode seems better at the moment Link to comment Share on other sites More sharing options...
playtwice Posted March 22, 2017 Share Posted March 22, 2017 On 3/15/2017 at 4:37 PM, Tom Atom said: Hi, testers found some of our games blinking on some devices in Chrome and all of them are blinking in Android's native webview. For now it seems, that setting "preservedrawingbuffer" parameter to true solves it. When you are creating game you can do this instead of commented line (code taken from TypeScript game class derived from Phaser.Game: // init game // super(800, 600, Phaser.AUTO, "content", null /* , transparent, antialias, physicsConfig */); super({ width: 800, height: 600, renderer: Phaser.AUTO, parent: "content", transparent: false, antialias: true, physicsConfig: null, preserveDrawingBuffer: true }); @LaczkoUr @Bikas can you, please, confirm, whether it helped? 4 I get much better fps in a game I'm currently working on from this than switching to canvas mode, thanks a lot for finding this fix! Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted August 14, 2017 Share Posted August 14, 2017 We had something like that in PIXI, I think "renderer.gl.flush()" after each frame helps. Its also possible that if you use preserveDrawingBuffer, you HAVE TO ENABLE ANTIALIAS. I saw very strange things on ipad4. Link to comment Share on other sites More sharing options...
My Evil Pony Posted May 21, 2018 Share Posted May 21, 2018 Have same issues on my Samsung G3. This problem is solved by added preserveDrawingBuffer: true in game configs. But there realy some issues with performance. Link to comment Share on other sites More sharing options...
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