Performance Issues with Android.

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Kane Hart

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Rather then post this as a bug since it's a flaw I don't even know how to begin. I was hesitant with the idea of RPG Maker MV on a phone but I got really excited because at first I had no clue we were just using a chromium wrapper around html 5 page for a mobile device.

The results were crap at best. 

I would like others to also try it out I setup a basic apk with everything pretty much stripped down not even combat example on this and a 50x50 size map one layer one tile. I even removed 3 other actors no music etc.

http://stonelegion.com/kane/e.apk

Devices Tested Personally Tested. Slowest to Slow

 

Galaxy Nexus (5)

Nexus 7 (4.4)

Nexus 4 (Fresh factory cleaned using 4.22)

 

On Reddit a few people tried they all could feel lag with the following specs:

Samsung Galaxy S5

Samsung note 3 Neo
 

Prescott

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I'll test it out on my Z3v, let you know how it goes.
 

Touchfuzzy

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I just ran it on a 2013 Nexus 7 running 5.1.1, runs perfectly smooth.

I can check it on an older Nexus 7, but I'll have to find it first.
 
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Kane Hart

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I'll test it out on my Z3v, let you know how it goes.
Xperia Z3v should rock it. I hope though I wonder how battery life is on it too. It's strange that a nexus 4 would have so many issues. 
 

Zalerinian

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I'm totally supposed to be sleeping right now, but myah. On my Galaxy S6, it runs nicely. However, I have an idea on how to improve it. I was playing with this about a week ago. I see you're using cordova, good. You need to get it to have a compilation flag with the Crosswalk project to ignore the GPU blacklist, for one. This will allow the GPU to be used if a phone uses a GPU that Google thought was "wonky" with webGL.

Next, in SceneManager, force it to use webgl by changing preferableRendererType to force it to return "webgl". Canvas is slower and the colors are less accurate, even on web and desktop. Canvas mode sucks, but is a fallback in case you really cannot use webGL.

Then, above preferableRendererType, force it to also display the FPS counter. Easier to check performance with that running there.

Then upload a new copy from Cordova for us to try :3
 

Prescott

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It lagged at the very beginning but I'm assuming it's because you don't have the plugin that makes it so that it preloads all of the data instead of loading it while it makes an appearance.

Other than that, it's totally smooth! Works great.

I'll probably do a test on my phone when we have a solid demo for our game and see how long it takes for the battery to run out while playing it at full brightness with data on or something.
 

Kane Hart

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I'm totally supposed to be sleeping right now, but myah. On my Galaxy S6, it runs nicely. However, I have an idea on how to improve it. I was playing with this about a week ago. I see you're using cordova, good. You need to get it to have a compilation flag with the Crosswalk project to ignore the GPU blacklist, for one. This will allow the GPU to be used if a phone uses a GPU that Google thought was "wonky" with webGL.

Next, in SceneManager, force it to use webgl by changing preferableRendererType to force it to return "webgl". Canvas is slower and the colors are less accurate, even on web and desktop. Canvas mode sucks, but is a fallback in case you really cannot use webGL.

Then, above preferableRendererType, force it to also display the FPS counter. Easier to check performance with that running there.

Then upload a new copy from Cordova for us to try :3
Wow thank you for this I will try to go through this asap and see if I can get this to run. Yeah if I can use some actual real gpu then I'm sure it will be rocking. 
 

Zalerinian

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Wow thank you for this I will try to go through this asap and see if I can get this to run. Yeah if I can use some actual real gpu then I'm sure it will be rocking. 
Any luck?
 

Kane Hart

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Darn no luck. I'm new to Intel XDK and clearly failing bad. I don't get it since if this is the config / build file this should work:

And wth it deleted the fps again lol.

<?xml version='1.0' encoding='UTF-8'?><widget xmlns="http://www.w3.org/ns/widgets" xmlns:intelxdk="http://xdk.intel.com/ns/v1" id="xdk.intel.blank.template.crosswalk" version="0.0.1" android-versionCode="1"><!--This file is generated by the Intel XDK. Do not edit this file as your edits will be lost. --><!--To change the contents of this file, see the documentation on the intelxdk.config.additions.xml file.--><intelxdk:version value="1.0"/><intelxdk:cordova-cli version="5.1.1"/><name>Elmlor</name><description>Use this template to start with a simple index.html file for creating mobile web apps.</description><author>Intel XDK</author><content src="index.html"/><access origin="*"/><intelxdk:plugin intelxdk:name="Cordova Legacy Whitelist Plugin" intelxdk:value="cordova-plugin-legacy-whitelist" intelxdk:version="1.1.0"/><preference name="android-minSdkVersion" value="14"/><preference name="android-targetSdkVersion" value="19"/><preference name="android-installLocation" value="auto"/><preference name="Fullscreen" value="false"/><intelxdk:crosswalk version="15"/><!--creationInfo:{"src":"webapp/template-blank/sample.zip","projectTypeName":"com.intel.xdk.projecttype.jsapp"}--><preference name="debuggable" value="false"/><platform name="ios"> <!-- below requires the splash screen plugin --> <!-- docs: https://github.com/apache/cordova-plugin-splashscreen --> <preference name="AutoHideSplashScreen" value="true"/> <preference name="FadeSplashScreen" value="false"/> <preference name="FadeSplashScreenDuration" value="2"/> <preference name="ShowSplashScreenSpinner" value="false"/> <!-- below requires the status bar plugin --> <!-- docs: https://github.com/apache/cordova-plugin-statusbar --> <!-- see http://devgirl.org/2014/07/31/phonegap-developers-guid --> <preference name="StatusBarOverlaysWebView" value="false"/> <preference name="StatusBarBackgroundColor" value="#000000"/> <preference name="StatusBarStyle" value="lightcontent"/></platform><platform name="android"> <!-- below requires the splash screen plugin --> <!-- docs: https://github.com/apache/cordova-plugin-splashscreen --> <preference name="SplashMaintainAspectRatio" value="false"/></platform><intelxdk:crosswalk xmlns:intelxdk="http://xdk.intel.com/ns/v1" xwalk-command-line="--disable-pull-to-refresh-effect"/><intelxdk:crosswalk xmlns:intelxdk="http://xdk.intel.com/ns/v1" xwalk-command-line="--ignore-gpu-blacklist"/></widget>I keep adding the fps at the bottom but keeps nuking it. 
 

Zalerinian

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I had compiled using Cordova a itself, not the Intel xdk. I'm not sure how that works. I'd offer to try to fix it tomorrow, but I'm trying to stay away for a week.
 

Kane Hart

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I had compiled using Cordova a itself, not the Intel xdk. I'm not sure how that works. I'd offer to try to fix it tomorrow, but I'm trying to stay away for a week.
That is fine you were going to bed soon anyways. I was mainly planning to go Windows only but the mobile stuff really got me interested. I will not have a game ready for many many months.

Will look into this more later I will keep puttering away.
 

Rexxon

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I have the Motorola Droid Maxx, and it seems to run without any problems that I could see.

I hope this helps you.
 

sieben43

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For me it's lagging on Motorola Droid Razr Maxx and Sony Xperia Z Ultra, but the battles are running smooth.

Going to test a few more devices in the next days.
 

marcelox

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I just did this when compiling it in a command prompt:

python C:\crosswalk-10.39.235.16\make_apk.py --package=com.example.name_of_game --manifest=manifest.json --xwalk-command-line="--ignore-gpu-blacklist"

unless Im mistaken, this should handle that ignore gpu blacklist
 

marcelox

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I noticed a giant difference in performance when I tested it against the intel compile (even the animations loaded better)
 - however the intel one can be rotated (which is a good thing) and the overworld is laggy but when i used the pre-load everything plug-in, I sat at a now loading screen after picking start game for 7 minutes before I shut it down, so couldnt take advantage of that.

Edit: Damn, I meant to edit my previous post and I accidentally made a second post. Sorry about that. ;(
 
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Azgraal

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Sorry about the slight necro, but I too am having huge lag spikes in some places while testing it on an android phone. I'm using crosswalk to compile the .apk with the gpu blacklist flag disabled.

I tried to use the Preload plugin but that caused the main menu theme to stop as soon as I touched anything, plus after the first change in maps it would get stuck in "now loading".

Is there any news about this situation? Anything that can be done to improve it?
 

Andar

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Azgraal, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.

Sorry about the slight necro, but I too am having huge lag spikes in some places while testing it on an android phone.


Contrary to what the OP posted, this is not a general problem but specific and dependent on game project, used hardware and more.


Usually this happens because the project needs more storage than available, and to reduce the needed space someone in the community wrote the MV ripper to remove all unneccessary resource files from the project. Please test with that again.


If you still have problems after that, please make a new topic with more data about your game, about the android devices where it was tested and so on - also please provide the data asked for in the bug report topics and the MV improvement forum.


I'm closing this topic, because we need specific data for each project and test that has problems and those should not be mixed into one topic. Additionally, only report after you've used the MV ripper to remove all unneccessary files to reduce the storage requirements for mobile devices.
 
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