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Thread: Performance on Android - case study, conclusions and help needed

  1. #41
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
    Dobermann's Avatar
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    Quote Originally Posted by fredetmumu View Post
    j'ai un peu tout essayé en cochant les différents trucs et en recompilant avec un même programme et franchement je n'ai pas vu de différence ., ces options doivent servir éfficacement dans certains cas mais vraissemblablement pas pour les programmes standarts que je dévelloppe moi. la seule chose qui semblait avoir un impact c'est de bien cocher "réduction de couleur" et encore je ne suis pas sur que ce n'etait pas juste dans ma tête...
    vraiment, sous android, il faut mettre le moins d'actif/decors possible (je parle en nombre et pas en taille), moi passé 250 ça ne tourne plus a 60 fps et optimiser les boucles (grace a 2.5+ et les evenement parents/enfant notament)
    Moi je rencontre surtout des problèmes de lag avec certains appareils android lors de la lecture de sons, si je désactive les sons, plus aucun lag, c'est vraiment chiant car ça me semble ingérable, j'ai réduit la taille au max des sons, tout est en ogg 192kbps, je peux pas faire mieux, je me retrouve avec un jeu qui tourne mieux sur un vieil appareil faible en ressources qu'un récent à cause du système de lecture de samples qui semble pas au point.

  2. #42
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    ah ok moi j'ai jamais eu ce probleme, plus l'appareil est ancien et plus ça peut ramer... tu as essayé de changer "charger a la demande / précharger" dans l'editeur de données des sons?

  3. #43
    Clickteam Clickteam

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    Quote Originally Posted by Dobermann View Post
    Moi je rencontre surtout des problèmes de lag avec certains appareils android lors de la lecture de sons, si je désactive les sons, plus aucun lag, c'est vraiment chiant car ça me semble ingérable, j'ai réduit la taille au max des sons, tout est en ogg 192kbps, je peux pas faire mieux, je me retrouve avec un jeu qui tourne mieux sur un vieil appareil faible en ressources qu'un récent à cause du système de lecture de samples qui semble pas au point.
    Have you tried simple WAV sound samples for short sounds? OGG files are compressed, Android might take more time to initialize them. I *think* OGG or MP3 files should be reserved to long samples (background music, etc) and you should use WAV for short sounds.

  4. #44
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleXNA Export Module
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    Quote Originally Posted by Yves View Post
    Have you tried simple WAV sound samples for short sounds? OGG files are compressed, Android might take more time to initialize them. I *think* OGG or MP3 files should be reserved to long samples (background music, etc) and you should use WAV for short sounds.
    I'll test that asap, was thinking of soemthing like that, maybe some device has to uncompress the file or something like that...

  5. #45
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    THere is absolutly no difference between wav or ogg, excpt the final file size. Maybe it's the fault of the Nokia 3.1. I don't know... I don't really like this device, but it's the only one i have with Android 10.What is strange is that if i set samples on OFF (all my samples event aren't triggered) the game is running at full speed without any stutter.

  6. #46
    Clickteam Clickteam

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    Quote Originally Posted by Dobermann View Post
    THere is absolutly no difference between wav or ogg, excpt the final file size. Maybe it's the fault of the Nokia 3.1. I don't know... I don't really like this device, but it's the only one i have with Android 10.What is strange is that if i set samples on OFF (all my samples event aren't triggered) the game is running at full speed without any stutter.
    I've read a review of this device (dated from 2 years ago) that said it had bad performances, lots of slowdowns and could hardly run Android 8, so I can imagine with Android 10 it's even worse.

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    you should try whith an other android 10 device, if you want you can post the apk and i will try on my different phones

  8. #48
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    Quote Originally Posted by Yves View Post
    I've read a review of this device (dated from 2 years ago) that said it had bad performances, lots of slowdowns and could hardly run Android 8, so I can imagine with Android 10 it's even worse.
    That's toally true! Since the Android 10 update the phone is really slow... And browsing the phone menu is a pain...


    Quote Originally Posted by fredetmumu View Post
    you should try whith an other android 10 device, if you want you can post the apk and i will try on my different phones
    Thank for the offer, my game is already available on google play store: https://play.google.com/store/apps/d...artanfirefight

  9. #49
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
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    I just tried it on my Huawei Nova 5t (android 10) and the stuttering happens in two cases from what I have been able to see, in one when I approach the enemies and the other when I am overlaid with the enemies, it does not seem to concern the sound because in others cases with the same sounds there is no stammer, isn't it a "radar" event that calculates the distance with the enemy to change something in its movement / actions?

  10. #50
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    Quote Originally Posted by janpier View Post
    I just tried it on my Huawei Nova 5t (android 10) and the stuttering happens in two cases from what I have been able to see, in one when I approach the enemies and the other when I am overlaid with the enemies, it does not seem to concern the sound because in others cases with the same sounds there is no stammer, isn't it a "radar" event that calculates the distance with the enemy to change something in its movement / actions?
    Hmm, There is only the AI scripts that detect if the enemy must move, shoot or something else. But it's not always checking, there are conditions to meet.

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