I have a HTML5 game which has been written in Lime JS, it works fine and smooth on the iPad but does not work smooth on Firefox (running on a pc which I assume is more powerful than an iPad and has a better graphics card), every couple of seconds the animation jumps or is choppy.
The game runs at 60FPS on the pc and around 30FPS on the iPad.
There is too much code to paste but in general has anyone come across this problem or are there any good ways to debug this?
Thanks
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I'm playing a web game on Chrome, and this game has some pretty slow menu animations.
As far as I know this game is made in html5.
I would like to know if somehow there is a way to increase the framerate on Chrome so the animations on the game would go faster.
Thanks.
Disabling hardware acceleration on Chrome setting could somehow help.
I have been working on survey based website. It is working fine in all web browser but when I open it in IOS(iPhone5 and iPad mini) and Nexus6.
Link http://52.66.29.203/
All GIF animation running very slow and site is performing very very slow.
Please suggest any Idea what should I do to perform well in mentioned devices.
I have a game I am developing for a client. Its not a particularly intensive game graphically but it does have quite a few different animations and a large number of textures. It seems that there is a threshold for the number of different spritesheet based animations that I have have in Chrome. When I go beyond that point (about 5 different animations) the FPS tanks to about 5FPS.
The weird thing is the game runs at a solid 60FPS all the time in Firefox with no problems.
It appears that it something to do with the way Chrome does hardware acceleration of the 2D canvas.
Note this video of the game, the game runs at a silky smooth 60FPS (see bottom right for FPS counter) when the game is smaller than about 220px high, but as soon as its even a little higher than that then it runs at 5-10FPS:
https://www.youtube.com/watch?v=3VWo6eQmy1g&feature=youtu.be
I think its got to be related to this issue:
https://code.google.com/p/chromium/issues/detail?id=170021
It says fixed but I dont think it is.
Does anyone have any more info on this?!
Cheers!
I made a game in phaser a HTML 5 game framework/engine.
This games works perfectly on all phones and browsers now.
The only problem now is that on iOS 8 the game is transformed into a line at the bottom of my browser. Sometimes i can see the line on my iPhone or iPad and see the texture of my game.
this is what happens: http://puu.sh/bCrEs/338bf0d7a1.png
I don't know why or how to fix this.
So i hope one of you guys can help me out.
Thanks in advance!
I'm doing some d3.js visualization development (mostly SVG) and I was measuring the FPS of my transitions using the "Show FPS meter" option in the web tools. Strangely, the FPS appears to be capped at exactly 30fps. Other colleagues using the same version of Chrome consistently get 60fps running the same code.
I can get a higher frame rate out of other browsers and out of Flash so it seems to be something Chrome specific.
Does anybody know what kinds of things might cause Chrome to clamp the frame rate at 30fps? I've read that it might do this if it thinks that a smooth 30fps will look better than a choppy 60fps if there is a lot of variance, but I don't understand why it would need to do that on my fast desktop machine.
Here's an example page that shows the problem:
http://mbostock.github.io/d3/talk/20111018/collision.html
Drag your mouse around and you'll probably see the FPS counter sit around 60fps. On my machine, it sits at precisely 30fps.
I've tried Canary with the same results.