Search found 48 matches
- Sat Feb 22, 2020 5:28 pm
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Re: Any way to get canvases to be more efficient?
So you're doing up to 20k sprites per frame, well that's pretty much nothing, my old GPU could do 100k sprites per frame without slowing down. You're clearly doing something very silly with your graphics related code. I don't think I'm doing anything that strange. Unless you're not supposed to issu...
- Sat Feb 22, 2020 4:17 pm
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Re: Any way to get canvases to be more efficient?
The canvases are 4096x4096; it actually gets slower if I make them any smaller or larger, for some reason that seems to be a "sweet spot". The maps thus far range in size from 256x256 to 1024x1024 pixels, but I see the exact same lag no matter which map is being rendered. It's a "top-...
- Sat Feb 22, 2020 3:32 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Re: Any way to get canvases to be more efficient?
Autobatching is enabled by default since version 11 but it's 20 to 50 percent slower than manual batching (for whatever reason). If your manual batching wasn't faster then yes it's because you're using it wrong. The idea of a batch is that you insert as many sprites into it as possible to render in...
- Sat Feb 22, 2020 2:22 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Re: Any way to get canvases to be more efficient?
Well your argument patently makes no sense so I'll just make a general advice. GPU draw calls are at a premium and everything that will touch a GPU counts as at least 1 draw call. Switching a texture, switching a shader, updating shader uniforms, uploading a texture, downloading a texture, switchin...
- Fri Feb 21, 2020 3:02 pm
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Re: Any way to get canvases to be more efficient?
Are you already using sprite batching? If not, do. Shove your entire tilemap collection into a single texture atlas. This will avoid breaking the batch for no reason. If you have too many tiles to fit in one maximum size texture then split them into fewest amount of render grouped (tiles that are r...
- Fri Feb 21, 2020 7:28 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Re: Any way to get canvases to be more efficient?
I believe the source of your problem is trying to issue a billion GPU draw calls per second, canvases have nothing to do with it. By "rendering to image" do you mean fetching ImageData from canvas? That transfers the entire texture contents from GPU to RAM, it's not a fast operation. Then...
- Fri Feb 21, 2020 3:01 am
- Forum: Support and Development
- Topic: Any way to get canvases to be more efficient?
- Replies: 38
- Views: 31687
Any way to get canvases to be more efficient?
I'm currently trying to render quite a number of 2D layers with complex elements to them, and thus far canvases are definitely better than rendering direct-to-screen, but I'm still getting noticeable frame drops when I try to have more than about 20 layers on screen at once. Rendering the canvas to ...
- Sat Feb 15, 2020 2:29 am
- Forum: Games and Creations
- Topic: Presenting my game-in-progress, Oakhill Chronicles!
- Replies: 5
- Views: 8118
Re: Presenting my game-in-progress, Oakhill Chronicles!
Here's the latest footage of development! Lighting, tilling, trenching, plant mortality, and the beginnings of the sidescrolling engine are this week's conquests.
- Tue Feb 11, 2020 4:38 am
- Forum: Games and Creations
- Topic: Presenting my game-in-progress, Oakhill Chronicles!
- Replies: 5
- Views: 8118
- Sat Feb 08, 2020 5:32 am
- Forum: Games and Creations
- Topic: Presenting my game-in-progress, Oakhill Chronicles!
- Replies: 5
- Views: 8118
Presenting my game-in-progress, Oakhill Chronicles!
OMvpSxV5zLw In case the video doesn't load, here's a link. I've decided to develop a rather ambitious title here called Oakhill Chronicles. It's going to combine farming sim with side-scroller (they're going to be two separate-but-heavily-related engines), with a healthy heaping dose of story to he...