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OverviewFelgo 3 Support (Qt 5) › TexturePacker – performance issues

Viewing 11 posts - 1 through 11 (of 11 total)
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  • #13778

    Paweł

    Hi,
    I have problem with the TexturePacker:

    GameWindow {
        id: gameWindow
    
        //licenseKey: "<generate one from http://felgo.com/licenseKey>"
    
        activeScene: scene
    
        screenWidth: 320
        screenHeight: 480
    
        Scene {
            id: scene
    
            width: 320
            height: 480
    
    //        TexturePackerAnimatedSpriteVPlay {
    //            id: image
    
    //            source: "../assets/img/image.json"
    //            frameNames: "image"
    
    //            running: false
    //            paused: true
    
    //            anchors.top: parent.top
    
    //            visible: false
    //        }
    
            MultiResolutionImage {
                id: image2
    
                source: "../assets/img/image.png"
    
                anchors.bottom: parent.bottom
            }
        }
    }

    The performance worsens when I insert the TexturePackerAnimatedSpriteVPlay item, even if it’s hidden. Here are screens from my profiler:
    Without TexturePackerAnimatedSpriteVPlay

    With TexturePackerAnimatedSpriteVPlay

    I am using the v-play logo image:

    sd 64×64

    hd 128×128

    hd2 256×256

    One of my image.json files:

    {
    	"frames": {
    		"image": {
    			"frame": {
    				"x": 0,
    				"y": 0,
    				"w": 128,
    				"h": 128
    			},
    			"rotated": false,
    			"trimmed": false,
    			"spriteSourceSize": {
    				"x": 0,
    				"y": 0,
    				"w": 128,
    				"h": 128
    			},
    			"sourceSize": {
    				"w": 128,
    				"h": 128
    			}
    		}
    	},
    	"meta": {
    		"app": "http://www.krk-dev.com",
    		"version": "1.0",
    		"image": "image.png",
    		"format": "RGBA8888",
    		"size": {
    			"w": 128,
    			"h": 128
    		},
    		"scale": "0.5"
    	}
    }

    I have the latest 2.8.5 VPlay lib.

    #13856

    Günther
    Felgo Team

    Hi Pawel!

    Can you send your test project to support@felgo.com? We will then have a closer look at the performance issue.

    Best,
    Günther

    #13857

    Paweł

    Hi Günther,
    I got such issues even for a dummy project. However I’ve sent you the project as you suggested.

     

    Best regards,
    Paweł

    #13876

    spike

    I can confirm this, I just started migrating to spritesheets for my static images and my fps drop noticably when I use TexturePackerComponents.

     

    Edit: Don’t know if it’s relevant, but I’m using Linux.

    • This reply was modified 8 years, 3 months ago by  supaiku.
    #13882

    Günther
    Felgo Team

    Hi Spike!

    Thanks for your input on this, we will have a closer look at the issue.
    On which devices do you have these issues, does it only happen for Desktop Linux or also on your mobile devices?

    Best,
    Günther

    #13885

    spike

    GT said:

    Hi Spike!

    Thanks for your input on this, we will have a closer look at the issue.
    On which devices do you have these issues, does it only happen for Desktop Linux or also on your mobile devices?

    Best,
    Günther

    I don’t know about Pawel, but right now I’m exclusively on Deskop Linux. I’m not testing mobile atm.

    #13890

    Paweł

    I’ve sent this by e-mail, but I post it also here for clarity:

    • Samsung S4 mini (GT-I9195)
    • Samsung Galaxy Tab 4 (SM-T530)
    • MacBook Air (OS X 10.9.5, NVIDIA GeForce 320M 256MB)
    • PC (Windows 7 x64, NVIDIA GeForce GTX 650 Ti 2GB)

    I got worse performance only on my PC. Which is surprising as it’s far more effcient than other devices.

    #16980

    Maxim

    Hi! Any update on this issue? I’ve encountered same problem while testing Texture Packer spritesheets. Fps is around 40 on PC and stable 60 on android device with one animated sprite only on screen.

    #16981

    Günther
    Felgo Team

    Hi Maxim!

    We were unable to reproduce the issue with our tests back then. Also, the TexturePacker implementation does not handle Desktop platforms differently from mobiles, which makes it hard to get to the root of the issue.

    Do you measure the FPS rate using the profiler only or is the drop also visible when simply showing the fps rate by activating GameWindow::displayFPSEnabled?

    Also, which operating system and version are you using for development?
    Up until now it seems that only some Windows and Linux systems show the issue.

    Best,
    GT

    #16982

    Maxim

    Hi Günther!

    FPS drop was visible with GameWindow::displayFPSEnabled. I didn’t use profiler.

     

    I’m using Windows 10 with Nvidia 1050ti if it does matter. I can see FPS drop even with only one frame in TexturePackerSpriteVPlay.

    #16988

    Günther
    Felgo Team

    Hi Maxim,

    Thanks for the additional information. As the issue popped up again now also for you we will have more detailed look what could cause this.

    We’ll keep you posted on our findings.

    Best,
    GT

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