Problems with FPS drops when don't touch the screen

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  • My game plays fine on my phone, but only when I touch my screen. When I'm touching the screen, the fps is around 60 and when I release my finger from the screen, the fps drops to around 40 to 30. Depends on how many objects are there and so on.

    Right now I have Samsung Galaxy Note 4 with Android 4.4.4. I think this didn't occur on Note 2 and my brother with Galaxy S5 doesn't have this problem at all.

    It seems, that when I checked my phone performance, the cores run on 300Mhz and when I touch the screen they jump to 1+Ghz.

    Is there a way to set the android application to run as a main app and not sub or system application that uses less hardware performance?

  • Did you try setting the Android Object:

    Start of Frame > (Android Object: Sleep Prevention) > Start ? (Make sure the permission "Wake Lock" is enabled)

    It might also be worth checking 'Run while minimized' and 'Run while resizing'. (I'm not 100% sure whether these flags are implemented). Additionally, un-check the Android property 'End Application when not in foreground'.

    A widget or service might be pushing it to the background (invisible or not). Just some precautionary checks until Yves/Fernando can confirm. Some apps/widgets can now override other apps and draw an overlay over the top (such as Facebook Messenger/CM Cleaner) which could cause a drop, always worth checking to cancel this out.

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    Danny // Clickteam

  • Hi,

    I'm also having an issues with this. When I'm engaged with my android app, I get a smooth 60 fps, if I release my finger for longer than 3-4 seconds, the framerate drops to 50 fps. No idea why.

    I've tried checking "Run while minimized" and "Run while resizing". I've tried un-checking "End Application when not in foreground". I've tried Checking "Wake Lock" and starting a sleep prevention. But no luck.

    Any ideas?

    Samer.

  • I've also been noticing some very visible performance drops since the newer versions of the android exporter. I've had to use the old beta nightly build from spring last year to get the old performance back, but I'm worried that I'll be missing out on critical updates because of this.

    Was there anything added in the last versions that takes up a lot of resources?

  • Interesting, this is indeed the same issue that I was having when I started with Fusion.. and I thought it was my not so good knowledge at that time..

    Glad it's fixed now for the next Beta :)

  • Interesting, this is indeed the same issue that I was having when I started with Fusion.. and I thought it was my not so good knowledge at that time..

    Glad it's fixed now for the next Beta :)

    hmm this issue just start one beta ago and now is corrected.

    Quote

    Is there a place where I could download this new version, like how we used to be able to download the betas from the Product Owner's lounge forum? On steam, the last version I have is 287.9.

    the runtime for testing this fix is available in bug report #4166

    Please login to see this link.

    to test copy the runtimeandroid.zip as it inside data/runtime/android

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Hi Fernando,

    I've copied the newer Android Runtime as you've suggested but it has still failed to fix the issue. I've also tried copying the kcpica (whatever that is) over but still nothing. In fact, it has given rise to a new problem, whenever I reveal the navigational bar during runtime, it causes major lag in the game, fps drops to around 3-4. I've created a backup so I can revert whenever, no problem.

    Any ideas?

    Just to let you know, when I click on about, fusion tells me I'm on build R287.9. It also tells me that I'm up to date whenever I check for newer updates.

    Samer.

  • Hey Perry,

    I've just tried the beta, it fixed the issue... almost. I still get the drop, but much more rarely now. But I had to revert since the beta seemed a bit buggy. The sounds wouldn't play properly anymore, either.

    Is there any way to revert to the version where the issue didn't occur? Do you think it'd be worth it? Would I lose out on some important stuff? The game I'm working on isn't very complex, it's rather simple.

    Samer.

  • Hey Perry,

    I've just tried the beta, it fixed the issue... almost. I still get the drop, but much more rarely now. But I had to revert since the beta seemed a bit buggy. The sounds wouldn't play properly anymore, either.

    Is there any way to revert to the version where the issue didn't occur? Do you think it'd be worth it? Would I lose out on some important stuff? The game I'm working on isn't very complex, it's rather simple.

    Samer.

    just still get the drop, which specification of device you have there, since now the process is running in another thread and should not affect the runtime?

    about sound what is happening, and if you can provide with a small mfa and the problem you see? (open a bug report for me to check here)

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Hey Fernando,

    Running on the LG G3, first issue I saw was the app took longer than usual to launch. When I have my finger off the screen, I occasionally get the drop to 50 but it goes back to 60 instantly, almost as if the system is forcing it back to 60fps after the drop.

    Regarding the sounds, it's as if the beginning of the sound isn't played, so you just hear the after effects (ie. reverb). It's weird, and it only happened occasionally. It's an .ogg, mono, running on a channel and triggered after a collision.

    Right now, my next option is to recreate the game and make it as simple as possible, to see if the problem is indeed with the runtime or with something else that I've missed. But I doubt it's my code, the game is extremely simple, it is literally catching apples in a basket.

    Samer.

  • Quote

    Running on the LG G3, first issue I saw was the app took longer than usual to launch. When I have my finger off the screen, I occasionally get the drop to 50 but it goes back to 60 instantly, almost as if the system is forcing it back to 60fps after the drop.

    can be because the application is starting and creating the objects?

    Quote

    Running on the LG G3, first issue I saw was the app took longer than usual to launch. When I have my finger off the screen, I occasionally get the drop to 50 but it goes back to 60 instantly, almost as if the system is forcing it back to 60fps after the drop.

    if you are using .OGG use better play from disk, this is a rule.

    Quote

    Right now, my next option is to recreate the game and make it as simple as possible, to see if the problem is indeed with the runtime or with something else that I've missed. But I doubt it's my code, the game is extremely simple, it is literally catching apples in a basket.

    well after you finish please post anything that you find not working, thanks in advance

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • So, I did some tests. I'm not sure if my problem is the same as Samer's, but what creates problems for me is the process of scrolling the screen. I made an app that is as simple as possible, it just has some texts loaded in some string objects, it displays them vertically, one after the other, by using the calc rect object, and you can scroll the screen to see all the text.

    I then built this apk with the new 288.2 version from steam, and then with an older 258.2k beta version that I had from last year. In the 288.2 version, the framerate goes all the way down to 30 fps when I scroll (there's a frame counter on the screen to illustrate this). On the 258.2k version, it works almost flawlessly.

    The change that affected performance does not date as far back as the 258.2 version, because the version that was on steam before 277.9 worked fine for me. (I think it was 265.5 or something, but I'm not sure.)

    I made an issue report for this in the bugbox, where I attached the mfa in question and the two built apks, one for 258.2k and the other for 288.2. It can be found at this link: Please login to see this link.

  • So, I did some tests. I'm not sure if my problem is the same as Samer's, but what creates problems for me is the process of scrolling the screen. I made an app that is as simple as possible, it just has some texts loaded in some string objects, it displays them vertically, one after the other, by using the calc rect object, and you can scroll the screen to see all the text.

    I then built this apk with the new 288.2 version from steam, and then with an older 258.2k beta version that I had from last year. In the 288.2 version, the framerate goes all the way down to 30 fps when I scroll (there's a frame counter on the screen to illustrate this). On the 258.2k version, it works almost flawlessly.

    The change that affected performance does not date as far back as the 258.2 version, because the version that was on steam before 277.9 worked fine for me. (I think it was 265.5 or something, but I'm not sure.)

    I made an issue report for this in the bugbox, where I attached the mfa in question and the two built apks, one for 258.2k and the other for 288.2. It can be found at this link: Please login to see this link.

    your problem is not related to this, is due to some changes done in latest runtime.

    Regards,


    Fernando Vivolo

    ... new things are coming ...

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