Kristiyan Posted June 27, 2019 Share Posted June 27, 2019 Hello all! I tested my game to some android devices(renderer is set to Phaser.AUTO which finds webgl support and using webgl as renderer), and the performance is really bad, if i swtich the rendering to Canvas, it starts to be much better. Is it safe to detect with uaparser devices, which OS is Android and IOS and use Canvas as renderer?I mean are there a android devices which will fail with canvas ? Link to comment Share on other sites More sharing options...
icp Posted June 27, 2019 Share Posted June 27, 2019 You can set Canvas as default renderer since it is supported on all Android and iOS devices. Kristiyan 1 Link to comment Share on other sites More sharing options...
inyourpc Posted June 28, 2019 Share Posted June 28, 2019 Nice so unity not serious with html5 this means. Link to comment Share on other sites More sharing options...
Kristiyan Posted July 2, 2019 Author Share Posted July 2, 2019 On 6/28/2019 at 1:56 AM, icp said: You can set Canvas as default renderer since it is supported on all Android and iOS devices. Thank you @icp .Do you think that some android devices may work better with webgl,instead canvas? Link to comment Share on other sites More sharing options...
icp Posted July 2, 2019 Share Posted July 2, 2019 Generally, WebGL is faster than Canvas but in your case I don't think you have to worry about that. Kristiyan 1 Link to comment Share on other sites More sharing options...
Kristiyan Posted October 4, 2019 Author Share Posted October 4, 2019 Hey all! I switched from Phaser CE 2.7.8 to Phaser 2.6.2 and the performance is solid 60 fps. I will attach two screenshot on webgl profiling , with Phaser CE 2.7.8 and Phaser 2.6.2 , you can see that the Commands in Phaser 2.6.2 are less with half than Phaser CE 2.7.8 Someone has a explanation to this ? This is Phaser 2.6.2 This is Phaser CE 2.7.8 Link to comment Share on other sites More sharing options...
stupot Posted October 15, 2019 Share Posted October 15, 2019 Above v2.6.2, Phaser2 was plagued with performance issues. Amongst other things, the renderer handled multitexture, which even when when not using MT had to do just a bit more work anyway. I tried CE once but reverted back to 2.6.2, as did many. It was a shame as CE had a lot of updates and fixes. A lot of the fixes could be merged into 2.6.2 though. Link to comment Share on other sites More sharing options...
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