Torn between two worlds - Android performance test

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  • I am a big supporter of Clickteam and Fusion 2.5 and this post is not meant to be negative in any way. The information here will come as no surprise, the purpose here is only to share my experience.

    I ran into some issues developing a project for Android and decided to spend two days setting up this test and re-creating it in another product.

    Now I'm torn trying to make the decision whether or not to pursue my main project in Fusion.

    The test took me less than 10 minutes to make in Fusion:

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    Making the test in the other product took an entire day of learning the environment, learning some code, and putting it all together. It was a huge headache but I'm grateful for the learning experience.

    So, either I stick with Fusion, continue working within its amazing and simple coding environment but limit the scope of my project or I spend countless hours scratching my head trying to figure out scripting and an unintuitive environment for a major gain in performance and flexibility.

    I will most likely continue using Fusion and supporting Clickteam but I really hope there will be major performance increases for mobile in either F2.5+ or F3.

    The result of this test are in this video (basically the Fusion test runs at 17fps and the other product handles it at 60fps):

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  • yep, android runtrime have a bad perfomance issues at drawing many instances. So they recommends join em into big "chunks"
    Lets hope that it will be fixed on 2.5+ and 3.

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  • It's a very nice effect, I imagine the slowdown is probably due to cycling colour coefficients and alpha channel values moreso than the number of objects (you can probably test this though)

    If it is (and assuming that the user never needs to change or interact with the effect) then maybe you could use screen recording software and record a video of the effect on your PC and insert that in the Android version? It's a couple extra steps but it might work out better

  • Thanks, it's really just a test to see how many objects each engine handles. Fusion's HWA, on my phone (Samsung Galaxy S5) at least seems to handle transparency and colour pretty well, it's the objects that cause the slowdown, I tested this by just creating static actives, even with nothing happening the framerate tanks after about 250-300.

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