Gdevelop: Nasty fps drops on Android export/preview since last update

Created on 1 Aug 2020  路  6Comments  路  Source: 4ian/GDevelop

I'm having some serious fps drops since last update when running on Android (from 60+ to 30 or less), however the framedrops won't start until the enemies start spawning, until then the game runs without any issue (also worth noting that this only occurs when running on android, on PC previews it runs almost perfectly)

i tried this exact same project i'm attaching here without any modifications on both the previous update (beta97) and the last one (beta98), and this problem only occurs on the newer one

runner export.zip

the devices i tested it on were a ZTE Blade A7 2019 and a Samsung Galaxy S8+, both showed the issue above

Most helpful comment

I did a profile and apparently tweens are the problem; they take almost as much time as the game loop itself:
image
(t being the tweening library)
The rest look pretty normal for me except maybe that requestAnnimationFrame seems to be taking more time than normal?
Here is my profile (b98 export on android Redmi 5):
Profile-Game.zip

All 6 comments

I did a profile and apparently tweens are the problem; they take almost as much time as the game loop itself:
image
(t being the tweening library)
The rest look pretty normal for me except maybe that requestAnnimationFrame seems to be taking more time than normal?
Here is my profile (b98 export on android Redmi 5):
Profile-Game.zip

I did a profile and apparently tweens are the problem; they take almost as much time as the game loop itself:
image
(t being the tweening library)
The rest look pretty normal for me except maybe that requestAnnimationFrame seems to be taking more time than normal?
Here is my profile (b98 export on android Redmi 5):
Profile-Game.zip

indeed it was the tween behaviour, i got rid of it and now its back to normal.

weird

Could also be potentially an issue. I dont have an easy way to test tweens as I still don't fully understand their usage.

Do we have an example project we could check render time on between b98 and b97?

There are two test projects ("Tween Benchmark" and "Tween Test") here:
https://github.com/4ian/GDevelop/tree/master/GDJS/tests/games

The Pairs example also uses tweens.

@Wend1go thanks. At minimum I can do some testing tomorrow to see if I can reproduce the performance loss.

Woke up way to early. Seeing some weird stuff.

B97-Pixi-v5, TweenTest
image
no shifty.js or t call. Total frame time 12ms

B98, same test
image
Shifty.js taking 8x the ms of the gameLoop. Total frame time 25 ms

B96, same test
image
No shifty.js or t call. Total frame time 12.2 ms

Definitely seems like something was changed/broken between b97 and b98, which is interesting since the B97 version I tested with still had Pixi v5. Or at least, that's what this looks like to me. Someone that knows the actual engine better would be able to confirm.

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