Ambiera ForumDiscussions, Help and Support. |
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Is there a way to allocate more memory in WebGL exports? Editor's Scene Metrics estimated memory amount seems very low since it's only 266mb. |
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Not sure what for? The smaller the amount of memory need, the better, no? |
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Sure but my logic was that maybe more memory would make things a bit smoother in WebGL. My level really does uses a nicely-small amount of memory while playing on Chrome & that's great but I was wondering if uneven frame-rate would maybe be smoothed out with higher memory usage. According to Chrome's Task Manager, the level's memory consumption goes as high as 1gb at the level loading and than, once loaded, goes down to 260mb/300mb. On separate note, I don't get the problems with Mozilla, all my exports are basically unplayable, the frame-rate is lower than 20 at best and keyboard input seems to be highly lagging, resulting in almost un-responsive controls. It's not a huge problem, everything works normal on Chrome, Opera and, as I heard from people, Edge. But why not Mozilla? Usually things are more smooth on Mozilla comparing to other browsers. All my HTML5 apps worked the same if played on Chrome, Opera or Mozilla. |
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From what you describe, this sounds like you have some huge level, and the browser needs a lot of time to draw a frame, causing your game and especially the input to lag. If this is the case, try splitting up your level, or hiding parts of it when far away, this usually helps very much. |
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Yes. i can vouch for the "hide areas" method. I had a level which was an apartment building and you start at floor 3, and there was a full outside area along with 2 other floors. It would drop to 20 the second the game would start. I made it so when you go to floor 1, it hides floors 2 and 3, along with all of the objects on those floors, and vice versa for the rest. It improved the framerate tenfold. Solid 60 |
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