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Thread: Build 291.6 - Release version

  1. #11
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export ModuleInstall Creator Pro
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    Thanks for this great update

  2. #12
    Forum Moderator Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleMac Export ModuleInstall Creator Pro
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    Getting a crash when I load a subapp (screen) in a frame, after I close it, and go back to the main screen in my game the game crashes with an ERDT.exe message :/
    This was working before.

    Created a bug report

  3. #13
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    Very exciting update!

    I'm curious though, about the "back-buffer" feature - does it constantly use these backbuffers, thus increasing the application's lag by however many frames, or does it only apply them when needed (when a microstutter would happen), and the application runs normally up until that point, where there would be a temporary lag while things catch up?

    And I can't seem to find the new "Use high performance GPU" feature in my Window's tab:

    missing high perf option.png

  4. #14
    Clickteam Clickteam

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    >> does it constantly use these backbuffers

    Yes.

    >> I can't seem to find the new "Use high performance GPU" feature in my Window's tab:

    Oh sorry, I forgot to mention this feature is in the Developer version only...

  5. #15
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    Quote Originally Posted by Perry View Post
    Getting a crash when I load a subapp (screen) in a frame, after I close it, and go back to the main screen in my game the game crashes with an ERDT.exe message :/
    This was working before.

    Created a bug report
    Same crash with build 290, not new in this build, it crashes in the Android object.

  6. #16
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    casleziro's Avatar
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    Quote Originally Posted by Yves View Post
    >> does it constantly use these backbuffers

    Yes.
    Ah thanks. Say I have my app running at 60 frames per second, with back-buffer on and set to 3. To eliminate the perceived lag, could I simply increase the framerate to 63, so it would still effectively "feel" as 60 to the player?

  7. #17
    Clickteam Clickteam

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    Oh no, you misunderstood. Your app will still run at 60 fps, but what is displayed on screen is what happened really 3 frames previously. For example you add 1 to the position of an object, you'll see it on screen in 50 ms instead of 16 ms.

  8. #18
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    In this scenario, does this mean the event list has been executed 3 times before the screen is drawn once? If I add one to a counter every frame, will it appear to count by three when the screen is drawn?

  9. #19
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
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    the way i read it, it seems advisable to "Use high performance GPU" rather than not.... would that be right?

  10. #20
    Clickteam Clickteam

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    Quote Originally Posted by mobichan View Post
    In this scenario, does this mean the event list has been executed 3 times before the screen is drawn once? If I add one to a counter every frame, will it appear to count by three when the screen is drawn?
    No.

    What happens if you use 1 screen buffer:

    Event Loop #N
    Things are drawn to screen buffer
    Screen buffer #N is displayed on screen
    etc.

    What happens if you use 2 screen buffers:

    Event Loop #N
    Things are drawn to screen buffer
    Screen buffer #N is pushed to screen buffer list
    Screen buffer #N-1 is pulled from list and displayed to screen
    Event Loop #N+1
    Things are drawn to screen buffer
    Screen buffer #N+1 is pushed to screen buffer list
    Screen buffer #N is pulled from list and displayed to screen
    Event Loop #N+2
    Things are drawn to screen buffer
    Screen buffer #N+2 is pushed to screen buffer list
    Screen buffer #N+1 is pulled from list and displayed to screen

    etc.

    There is no change except that after a screen is drawn it will be displayed 1/60th of second later.

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