awadh Posted October 20, 2016 Share Posted October 20, 2016 Hi, I am using Phaser for making html 5 games, but facing performance issue in some devices, If I chose the rendering mode, only hte canvas is good to all device but it is slow. if I choose the Auto and WebGl the some device is not responding and blinking. Link to comment Share on other sites More sharing options...
Babsobar Posted October 20, 2016 Share Posted October 20, 2016 Hey, I'm not an expert but have read that performance issues can be caused by Texture atlases being too large for handling by older or smaller devices. Check this: A small article on shoebox and performance:http://netcell.github.io/2015/08/phaser-performance-in-a-shoebox/ and the texture packer tutorial states stuff about optimizing the game https://www.codeandweb.com/texturepacker/tutorials/creating-spritesheets-for-phaser-with-texturepacker Link to comment Share on other sites More sharing options...
awadh Posted October 21, 2016 Author Share Posted October 21, 2016 On 10/20/2016 at 10:58 AM, awadh said: Hi, I am using Phaser for making html 5 games, but facing performance issue in some devices, If I chose the rendering mode, only hte CANVAS is good to all device but it is slow. if I choose the Auto and WebGl the some device is not responding and blinking. thanks Link to comment Share on other sites More sharing options...
s4m_ur4i Posted October 24, 2016 Share Posted October 24, 2016 Hey, Still Canvas is faster then webGL in many scenarios. Especially some mobile devices are not capable of any acceptable WebGL performance - still. There are a lot of things that will go into performance, for code the most critical will be in the update and collision handling. For graphics @Babsobar already gave a hint what to look for. There are already a few threads about it around the forum: code examples would always help if you think it's upon the code. regards Link to comment Share on other sites More sharing options...
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