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function love.load()
push = require 'push'
push:setupScreen(1920, 1080, 0, 0,{
fullscreen = true,
})
font50 = love.graphics.newFont(50)
end
function love.draw()
push:start()
love.graphics.print({{0,255,0,255}, 'FPS: ' .. tostring(love.timer.getFPS())}, font50)
push:finish()
end
on a Huawei P20 Lite results in an FPS of 15. Running it on a Nokia 6, 36.
For a more real world example running a game I'm making on those phones gets about 10 and 13 average FPS respectively and feels really choppy and laggy. Even my much more powerful/modern Pixel 4a can only get 54 in some situations.
When I set the canvas flag to false in push:setupScreen performance suddenly increases massively. All those phones are able to run the test code and my game at a steady 60 FPS (only dropping when loading things) and feel really smooth and responsive, like they do if I don't use push.lua. On the Windows devices I have my game gets a locked 60 FPS so I can't really tell if disabling canvas makes any difference. I think GPU usage falls a bit in task manager but it's negligible. However on Android this is a real issue, as canvas is set to true by default and most people won't realise turning it off makes a difference. I only did because I was going through all of the arguments you can supply to push:setupScreen to try and fix my game's lackluster performance.
Running this code:
function love.load()
push = require 'push'
push:setupScreen(1920, 1080, 0, 0,{
fullscreen = true,
})
font50 = love.graphics.newFont(50)
end
function love.draw()
push:start()
love.graphics.print({{0,255,0,255}, 'FPS: ' .. tostring(love.timer.getFPS())}, font50)
push:finish()
end
on a Huawei P20 Lite results in an FPS of 15. Running it on a Nokia 6, 36.
For a more real world example running a game I'm making on those phones gets about 10 and 13 average FPS respectively and feels really choppy and laggy. Even my much more powerful/modern Pixel 4a can only get 54 in some situations.
When I set the canvas flag to false in push:setupScreen performance suddenly increases massively. All those phones are able to run the test code and my game at a steady 60 FPS (only dropping when loading things) and feel really smooth and responsive, like they do if I don't use push.lua. On the Windows devices I have my game gets a locked 60 FPS so I can't really tell if disabling canvas makes any difference. I think GPU usage falls a bit in task manager but it's negligible. However on Android this is a real issue, as canvas is set to true by default and most people won't realise turning it off makes a difference. I only did because I was going through all of the arguments you can supply to push:setupScreen to try and fix my game's lackluster performance.
Also after discovering the canvas flag I found this post where someone else has had the same issue https://love2d.org/forums/viewtopic.php?t=80738&start=50
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