I am creating a webcam air app. This app will also have some intense sprite animations.
Without Hardware Acceleration everything works fine, but my sprite animation is too cpu intensive.
When I enable Hardware Acceleration i get a 70% speed increase, but my webcam is no longer working. Is there anyway of telling flash to ignore the webcam on hardware acceleration? Or, what is it that I have to do?
Thank you very much for your help good sirs.
try removing sprite animations from the display list and displaying them with BitmapData.draw() every frame instead
Related
I need to display several items on a page that represent videos. Embedding video players (even just a couple) causes a ton of load on the user's CPU (you can hear your computer's fan spin up immediately to the maximum speed). My thought to mitigate this is to generate animated GIFs to represent clips of the videos. This seems to cause a load on the CPU but not nearly so great. It seems that once the GIFs have finished loading, the CPU load is less of an issue.
I'm only testing this by putting about 15 GIFs on a page, loading it up in Chrome on my MacBook Air and watching Activity Monitor.
http://yawmp.com/temp/anigif_test.php
Is my logic sound that Animated GIFs require much less CPU resources than embedded videos? Are there memory issues I should be concerned about? Are there any downsides to going this route in terms of system resource pain for my users?
If there are a few frames in the animated gif, the browser is just cycling through those frames - that isn't a particularly big deal. The memory issue would become a problem if you put enough of them on a page.
However, that is a lot of stuff moving, flickering and otherwise demanding attention. Maybe you could switch from a static preview image to the animated gif on mouse over so there is a bit less going on at once. Then if it interests them they can click through and load the video.
Why does the resolution of the graphics that I use for my flash game degrades when I run the game, though the graphics seems great when it is in the development environment???
Two possible reasons: Either your bitmaps aren't set to allow smoothing and they're being scaled or rotated. To fix that you can simply find them in your library, open their properties and check bitmap smoothing.
Or your flash player is set to low quality. In which case you just need to right click on the stage, go to quality, and change that to high.
Another possibility is in the publishing settings; In Flash, go to File > Publish Settings. Set the JPG Quality to 100.
I'm making a simple HTML5 game and decided to enable the FPS counter in Chrome, and I noticed something odd.
When running the game normally I get around 24 FPS, but when I move the window using two fingers on my mac, enabling the bounce-back effect the frame rate shoots up to 50-70 FPS.
I've tried to find out why by using the Dev Tools in Chrome, but unfortunately I don't seem to be able to make sense of it.
I've posted pictures of the game with the FPS counter just below:
Low FPS
High FPS
Did you try Timeline with Frame mode?
When I used full screen in as3, application opens full screen, but it completely blank. At other computers all works fine. I searched hard and found that sometimes hardware acceleration could provoke this. I turned off hardware acceleration manually (by right-click menu on flash app > settings), and app started work in full screen correctly.
How could I detect, if client have hardware acceleration turned on, and application shows him white screen? If any possibilities to fight with this problem other way?
For video hardware acceleration you should use the VideoStage class. So if you can get an instance of the StageVideo class then hardware acceleration is available. How to get this instance described here.
I'm having some serious problems with flash at the moment. I have a swf loaded that uses Stage3D, displaying 3D content. When I overlay a video player, on full screen size, it will cause massive lag/jitter in the video content. The video content is loaded locally so there is no streaming to take into account. This only happens on some machines but considering the project this cannot be neglected.
I have since recoded my project to remove any form of loading i was doing with a Loader and just directly put the file path into the netstream and have then attached the netstream to StageVideo. But the problem still persists and I am at my wits end. I even set Stage3D to invisible during video playback.
It's a complete horror to debug because it's simply not a problem on my machine, but out of 10 people 4 of them have reported this problem and we can't release our product like this.
Any help to resolve this would be greatly valued and appreciated.
Regards,
Kevin
Well as StageVideo is using GPU like Stage3D does. So I guess those two stages are interrupting each other processing on GPU (especially on older video cards).
So my answer is to try to stop that video while you are working on Stage3D.