Outfire Posted March 22, 2018 Share Posted March 22, 2018 I have canvas 1920 x 1080 and 5 different Spine animations that uses a lot of textures. Add 20 animations of every type all over the screen Test performance in two ways. For this I use GPU-Z and check GPU load parameter 1) Every animation has its own atlas with images and json file - GPU Load 47% 2) Every animation has its own json file but uses the same atlas with images - GPU Load 61% Made the same tests with sprites as well, total amount of sprites is 180, 10 of each type. 1) Each sprite has its own download link - GPU Load 90 % 2) All textures are in the same spritesheet - GPU Load 63% Why tests with Spine have opposite results? PC config is Google Chrome v65, Windows 10, AMD Radeon HD 7450, Intel Xeon x5650 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 22, 2018 Share Posted March 22, 2018 possibly because in case 1. FPS was less than 60. In case 2 there were less drawcalls and hotspot moved to GPU. Quote Link to comment Share on other sites More sharing options...
Outfire Posted March 22, 2018 Author Share Posted March 22, 2018 Increase fps to 60 for spine test and now 1) 64% 2) 73% For sprites test 1) 96% 2) 77% Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 22, 2018 Share Posted March 22, 2018 I have no idea. Publish it. Quote Link to comment Share on other sites More sharing options...
Outfire Posted March 23, 2018 Author Share Posted March 23, 2018 Here is the example. For create single spritesheet i used unpacker for all spines atlas, took all images and pack them by texturepacker. Quote Link to comment Share on other sites More sharing options...
HappinessSam Posted March 27, 2018 Share Posted March 27, 2018 I hope it's ok me piggybacking this thread for another, probably unrelated spine performance issue rather than starting another thread. The project I'm working on has a lot of spine animation and also can have a very large canvas. I'm finding that if I have the game running then switch to another tab and wait more than 4-5 seconds, when I switch back to the project it freezes for a few seconds with the permorance analyser showing it being s. I have every spine with autoUpdate set to false and I have found that if I cap the delta time that can be passed into update it helps, but if with that there is still a noticable stutter. To clarify, my update function looks something like this: this.lastTime = this.lastTime || Date.now(); var timeDelta = (Date.now() - this.lastTime) * 0.001; this.lastTime = Date.now(); if(timeDelta>0.1){ timeDelta = 0.01; } spine.update(timeDelta); Is this something anyone else has seen and is there anything that can be done to help? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 27, 2018 Share Posted March 27, 2018 and if you turn off debugger (just close the window), do you see thats stutter? Quote Link to comment Share on other sites More sharing options...
HappinessSam Posted March 28, 2018 Share Posted March 28, 2018 It's still there, though nowhere near as bad - depending on the number of spine it's maybe half a second at most and usually just a quick stop stutter. Quote Link to comment Share on other sites More sharing options...
Outfire Posted March 28, 2019 Author Share Posted March 28, 2019 @ivan.popelyshevHello again ? I remembered my old test but on MacBook Pro (15-inch, 2018). And the results. For single atlas. For multi atlas. For windows, android and iOS it is ok, 5% difference, but on mac time of using gpu x10. What could be the problem? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 28, 2019 Share Posted March 28, 2019 System and Drivers. Quote Link to comment Share on other sites More sharing options...
Outfire Posted March 28, 2019 Author Share Posted March 28, 2019 On MacBook Pro (15-inch, 2017) same result, but on MacBook Pro (Retina, 15-inch, Mid 2015) everything is ok. ? It's not a critical but i want to understand the problem. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 28, 2019 Share Posted March 28, 2019 /me dancing with tambourine like a shaman try "transparent:true" in renderer options when you create it. Quote Link to comment Share on other sites More sharing options...
Outfire Posted March 28, 2019 Author Share Posted March 28, 2019 Doesn't work. But i took my tambourine, dance with animation and found something strange. If i use 25 "bear" or "elephant" animations, gpu need 2ms, but for 5 "bear" and 5 "elephant" - 10ms. ? Quote Link to comment Share on other sites More sharing options...
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