San4er Posted August 29, 2014 Share Posted August 29, 2014 I'm using tweens to move my buttons. But they move not smooth even on PC.Firebug shows that Phaser.Signal overloads system very much. I don't use Phaser.Signal anywhere in my code. Link to comment Share on other sites More sharing options...
Sebi Posted August 29, 2014 Share Posted August 29, 2014 I'm not getting that issue in the examples. Can you link the example that you refer to? Browser, Phaser version? Link to comment Share on other sites More sharing options...
San4er Posted August 29, 2014 Author Share Posted August 29, 2014 The latest Mozilla Firefox 31.Updated version from 2.0.7 to 2.1.0 in my game and processor drain from Phaser.Signal lowered from 90% to 40%.But still its the most heavy process. Link to comment Share on other sites More sharing options...
Berzee Posted September 3, 2014 Share Posted September 3, 2014 After switching from 1.1.3 to 2.0.7 I'm getting similar problems with Phaser.Signal taking up the bulk of the processing (about eight seconds, versus about half a second with 1.1.3). I'm not using tweens though; I think my issues just stem from attempting a bunch of "game.add.whatever" calls at the same time. I may need go back through and add some lazy loading to my game initialization, but hopefully someone knows a way to improve Signal performance nonetheless. Link to comment Share on other sites More sharing options...
San4er Posted September 15, 2014 Author Share Posted September 15, 2014 Still have this problem in 2.1.1Here is my Firebug Profile with phaser.min.js:Function: Calls: Percent: OwnTime: Time: Avg: Min: Max: b.Signal 3870 33.22% 7955.039ms 7955.039ms 2.056ms 0.905ms 107.833msb.DisplayObjectContainer.prototype.updateTransform 45966 10.99% 2631.376ms 11714.281ms 0.255ms 0.017ms 15.364ms b.Sprite.prototype._renderCanvas 35697 6.25% 1497.76ms 1497.76ms 0.042ms 0.02ms 1.683msIt seems like this occurs right after 'a bunch of "game.add.whatever" calls at the same time.' like Berzee said. Link to comment Share on other sites More sharing options...
San4er Posted October 22, 2014 Author Share Posted October 22, 2014 This problem is still here in 2.1.2The most CPU-heavy thread is Phaser.Signal which I don't even use anywhere in my code.It seems like it triggers whenever I use game.add.spriteIt makes big lags and takes over 60% of CPU when I use phaser.js or 20% of CPU when I use phaser-min.js Can I turn it off somehow? Link to comment Share on other sites More sharing options...
ritherz Posted December 21, 2014 Share Posted December 21, 2014 This problem is still here in 2.1.2The most CPU-heavy thread is Phaser.Signal which I don't even use anywhere in my code.It seems like it triggers whenever I use game.add.spriteIt makes big lags and takes over 60% of CPU when I use phaser.js or 20% of CPU when I use phaser-min.js Can I turn it off somehow?Thank you. I'll test my game after creating all the sprites first, that might be key. Link to comment Share on other sites More sharing options...
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