Interesting, thank you for the video. Jon will take a look when he's back from vacation. I'll try to take a look in the meantime when/if I can.
Type: Posts; User: Yves; Keyword(s):
Interesting, thank you for the video. Jon will take a look when he's back from vacation. I'll try to take a look in the meantime when/if I can.
Nice, thank you for sharing.
OK, I've answered your PM, you have to unselect "Load all data at start" + "Keep resources between frames", and I've sent you a pre-version that is optimized for scrolling games.
>> run from the...
Does you game work fine on Xbox One? If so perhaps it's a problem only in specific conditions (object size or number, etc).
Just for info in the build 287.2 we have fixed a bug that could cause unexpected delays (and maybe crashes) at the end of frames, not sure if this will address a part of the performance issues...
Thanks!
About Donuts it seems there are memory problems on Xbox, not sure why yet. We'll check next week what is causing this problem. Works very well on PC (for me at least).
I don't understand this problem with the performance on your machine. What version of Visual Studio do you use? Update 3?
Could you make me a favor? (just in case you ddn't do this yet) In VS,...
I've just fixed an important issue with collisions when the mosaics option is selected, this could have caused slow downs and maybe even memory leaks (not sure about this one). I've uploaded the...
PS: and just to be sure:
- are you testing on PC or Xbox
- in debugging mode or in release mode
>> I tried another game of mine and same problems, massive slowdowns, probably through large png's.
Even without the Mosaics option?
Could you send me this game too?
Weird, we'll check if something is wrong with mosaics, it seems OK here (but I didn't try it on Xbox).
Yes I saw this too, it seems the Windows WAV -> M4A converter doesn't like this sound. I...
Hehe :) I tried it too and it seems the best performance is when you select "Group images in mosaic files". It generates more images but it's worth a try. Building with mosaics is slow, but it's...
It's more if you want to run the application on a device that has not a lot of memory (mobile device). But yes you can ignore this if you run your app on PC and your game doesn't use too much memory....
I think this is all due to the "Load all data at start" option. Unselect "Group images in mosaic files", "Load all data at start" and "Keep resources between frames" in the UWP properties. "Load all...
No, just tested it on PC.
:)
More seriously, I took a (VERY) quick look and before trying to debug it I saw 2 things that could probably be optimized:
- In the first frame there is an active object that contains 2...
Thanks!
Prepare the money :)
The actions used by these objects will be removed, their conditions will return false and their expressions will return 0 or "". So it depends on how your game relies on those a/c/e. I guess it can...
Could you send me your MFA?
Do you use Replace Color in your game? We've broken this function the day we released the product and we have to look at it.
Yes, we can test it next week. What extensions do you use in this game?
PS: do you know you can save about 20 Mb of video RAM if you simply crop the lightning objects? I didn't check other objects. I know it's not a lot compared with the 1.2 Gb your app uses, but nothing...
Ah, I've been able to reproduce a slow down sometimes when there are lots of ennemies on screen. I'll let you know. It could take 1+ week before the developper can analyse it and see what is causing...
Hmm, it runs at a steady 60 FPS here. Did you build the Release configuration? What machine do you have (processor, graphic card, screen resolution)? I'll forward the MFA for a more detailed analysis.
Yes please.
I've quickly built and posted a beta in the Product Owners' Lounge / UWP export module forum if you want to test it. The build 286.7 of this exporter contains the XboxGamepad object, the MoveIt...
We need a MFA, we can't profile a video.
End Application doesn't work in this runtime (except for sub-apps), IIRC it's due to Microsoft policy in Windows 10 apps: the user has to close the app...
>> I think the fadi in and fade out doesn't work either at the moment.
I think they work, I'll check. There was a bug with the old semi-transparency coefficient that you use in the example you...
Only 45 fps in the EXE, wow you must do lots of things... Maybe the optimization review should be in your events too :p
Evilized9, don't hesitate to send me MFAs and explain how to reproduce the problems. PS: to get the best performance when you run the app from MS VS, use 'Start without debugging".
Koji, you said...