jloa Posted August 6, 2014 Share Posted August 6, 2014 First of all here are the specs of my pc:- MS Windows 7 64-bit SP1- Intel® Core i5-4570 CPU @ 3.20GHz 4-core- 16 gb ddr3 ram @ 2300 mhz- NVIDIA GeForce GTX 660, 2 gb dd5 ram (driver version: 9.18.13.3221)- Firefox 31, latest (Mozilla/5.0 (Windows NT 6.1; WOW64; rv:31.0) Gecko/20100101 Firefox/31.0) Here are the graphics settings in firefox (gpu acc enabled, webgl enabled, direct2D enabled etc...){ "application": { "name": "Firefox", "version": "31.0", "userAgent": "Mozilla/5.0 (Windows NT 6.1; WOW64; rv:31.0) Gecko/20100101 Firefox/31.0", "supportURL": "https://support.mozilla.org/1/firefox/31.0/WINNT/en-US/" } "modifiedPreferences": { "dom.ipc.plugins.enabled.npietab2.dll": true, "dom.mozApps.used": true, "gfx.direct3d.last_used_feature_level_idx": 0, }, "graphics": { "numTotalWindows": 2, "numAcceleratedWindows": 2, "windowLayerManagerType": "Direct3D 10", "windowLayerManagerRemote": false, "adapterDescription": "NVIDIA GeForce GTX 660 ", "adapterVendorID": "0x10de", "adapterDeviceID": "0x11c0", "adapterRAM": "2048", "adapterDrivers": "nvd3dumx,nvwgf2umx,nvwgf2umx nvd3dum,nvwgf2um,nvwgf2um", "driverVersion": "9.18.13.3221", "driverDate": "12-19-2013", "adapterDescription2": "", "adapterVendorID2": "", "adapterDeviceID2": "", "adapterRAM2": "", "adapterDrivers2": "", "driverVersion2": "", "driverDate2": "", "isGPU2Active": false, "direct2DEnabled": true, "directWriteEnabled": true, "directWriteVersion": "6.2.9200.16492", "webglRenderer": "Google Inc. -- ANGLE (NVIDIA GeForce GTX 660 Direct3D9Ex vs_3_0 ps_3_0)", "info": { "AzureCanvasBackend": "direct2d", "AzureSkiaAccelerated": 0, "AzureFallbackCanvasBackend": "cairo", "AzureContentBackend": "direct2d" } }}But still, firefox lags like hell when using Phaser.WEBGL mode when using simple text/lines. Also from time to time fps just drop like 5-7 fps and then goes back even on a white blank project. Test it yourself:1. Open official example in firefox http://examples.phaser.io/_site/view_full.html?d=games&f=tanks.js&t=tanks2. Open the browser console (press ctrl + shift + j or go to Developer >> browser console)3. Inject this code in the console// for fps measuringgame.time.advancedTiming = true;// override the original render() method game.state.onRenderCallback = function(){ game.debug.text('fps: '+game.time.fps, 32, 20);}4. Check the fps (in my case drops to 54-56)5. Inject this code in the console// override the original render() method game.state.onRenderCallback = function(){ // welcome to the Laggy-Land :-) game.debug.text('fps: '+game.time.fps, 32, 20); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 40); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 60); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 80); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 100); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 120); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 140); game.debug.text('Enemies: ' + enemiesAlive + ' / ' + enemiesTotal, 32, 160)}6. Check the fps (in my case it drops to 24-26) The webGL renderer not able to render 8 texts? How? Why?!I've test three.js demos - all work perfectly on this hw setup in firefox. Also tested pixie demos - same, works perfectly 60/60 fps. Here a screenshot PS: also i've noticed that in IE and Firefox on either canvas or webgl mode sprites twitch from time to time, happens totally random - the sprite moves smooth, fps is 60 and then it just starts twitching while moving without fps drops. Chrome works perfectly of either modes, no glitches, no twitching - perfecto. Link to comment Share on other sites More sharing options...
HappyEnd Posted August 6, 2014 Share Posted August 6, 2014 I'm not a Phaser expert (never used it). But from what I see each time you call game.debug.text it write text into a canvas and upload the canvas to GPU. So, in your script, you upload 8 textures per frame to GPU. Don't expect it to be fast. Link to comment Share on other sites More sharing options...
platane Posted August 7, 2014 Share Posted August 7, 2014 @HappyEnd is right, Look for the doc for game.debug -> https://github.com/photonstorm/phaser/blob/8421cfc4004d90db1a3d49eb29ec4a186d05c4e0/src/utils/Debug.js It explains how the debug rendering works, and indeed what you did is forcing to push a window sized texture 9 times to the GPU at each game cycle. Chrome may be faster for doing this operation, but it's not just about displaying a text, and therefore not as cheap as you imagine Link to comment Share on other sites More sharing options...
jloa Posted August 7, 2014 Author Share Posted August 7, 2014 And why does it use 8 canvas instances rather than render the whole scene on 1? O_oFrom my expirience it should not matter how many layers/objects/tilemaps/sprites etc (display objects) you have. The engine should combine then according to the z-index like a sadwitch and render a single birmapdata (all objects combined) on 1 canvas/texture. No matter what the case is. Doesn't it work that way in phaser?You grab all your objects which are bitmapdatas with a corresponding transform matrix (x/y/rotation/scale etc) and just paint them on a single canvas (texture). I think that's the reason why my project super lags when i use 10-layer tilemap with a lockon camera, if phaser really dupes canvas/textures.Then it's time to rewrite the renderer in that case. Some meta-code how the rendering should be done// canvas/texture// cleargfx.clear();// start renderinggfx.begin();...// render each childfor each displayOjbect{gfx.draw(child);}...// only then output a single canvas/texturegfx.end(); Link to comment Share on other sites More sharing options...
jloa Posted August 7, 2014 Author Share Posted August 7, 2014 Ok, i've decided to make a blank project to test the lags.Just a simple box 20x20 pixels flying around. So, when i fly around it still lags. Drops fps to 54-56 on a blank project.What am i doing wrong? Btw switching to canvas doesn't help. Same drops to 54-56 fps.var ns = ns || {};var box;(function(ns){ var cursors; var worldInfo = { 'w': 1000, 'h': 800, }; var preload = function() { game.load.image('box', 'assets/i/box.png'); }; var create = function() { game.time.advancedTiming = true; game.world.setBounds(0, 0, worldInfo.w, worldInfo.h); // stage game.stage.disableVisibilityChange = true; game.stage.backgroundColor = '#ffffff'; // physics game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.setBounds(0, 0, worldInfo.w, worldInfo.h, true, true, true, true, false); game.physics.p2.useElapsedTime = true; game.physics.p2.applyDamping = true; game.physics.p2.setWorldMaterial(game.physics.p2.createMaterial('worldMaterial'), true, true, true, true); box = game.add.sprite(200, 200, 'box', 0); game.physics.p2.enable(box); box.body.damphing box.body.mass = 1; box.body.damping = .1; box.body.angularDamping = .1; // camera game.camera.follow(box, Phaser.Camera.FOLLOW_LOCKON); // cursors cursors = game.input.keyboard.createCursorKeys(); }; var update = function() { var force = 10; if(cursors.left.isDown) { box.body.applyForce([force, 0], box.x, box.y); } else if(cursors.right.isDown) { box.body.applyForce([-force, 0], box.x, box.y); } if(cursors.up.isDown) { box.body.applyForce([0, force], box.x, box.y); } else if(cursors.down.isDown) { box.body.applyForce([0, -force], box.x, box.y); } }; var render = function() { }; game = new Phaser.Game( 1000, 800, Phaser.WEBGL, 'game', { preload: preload, create: create, update: update, render: render } );})(ns); Link to comment Share on other sites More sharing options...
Nick Posted August 8, 2014 Share Posted August 8, 2014 On Windows I still find WebGL slow even without debugging enabled. So I force Canvas rendering in this instance. Link to comment Share on other sites More sharing options...
jloa Posted August 8, 2014 Author Share Posted August 8, 2014 (edited) Ok, so can someone of you guys that know the architecture of phaser exaplain me the workflow of the lib so that i save my tike reading all the source code? So far i thought the workflow was similar to this: - preload assets, create cache, for bitmaps create images and cache them- create and setup all managers (stage, states, physics etc)- create the renderer (a single canvas or single texture)- ready for ticks every tick:- clear the canvas/texture- call preUpdate() all stuff (cache, states, stage etc this includes physics, display objects)- call user defined update() stuff- call update on all managers (physics, display objects etc)- call postUpdate() on all managers (physics, display objects etc)- call render() on all display objects (let them modify their own bitmapdatas with filters/blend modes, transform matrixes etc)- call renderer.render() - cycle through all display objects, grab their final bitmapdata and draw all those bitmapdatas it on 1 single canvas/texture according to z-index)- call user defined render() No need to create more than 1 canvas or texture. As a result - performance depends only on code optimization and loop-length, not on rendering.Does phaser work so? I hope Richard sees this and writes back :/ Edited August 8, 2014 by jloa Link to comment Share on other sites More sharing options...
eddieone Posted November 28, 2015 Share Posted November 28, 2015 Hmm yes it is debug causing the problem. I removed the following line in my project and it works smoothly. this.game.debug.body(this.player); Also, changing rendering to canvas made the movement smooth again. I'm surprised with Phaser.AUTO that it's don't switch. Link to comment Share on other sites More sharing options...
jmp909 Posted November 28, 2015 Share Posted November 28, 2015 yes text is already noted as expensive (slow) for the reason mentioned abovehttp://www.html5gamedevs.com/topic/2661-performance/?p=17515 Link to comment Share on other sites More sharing options...
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